Tips and Tricks | Monster Train 2 Beginner Guide
Image Credits: Shiny Shoe, Monster Train 2
Monster Train 2 throws a lot at you early, especially if you skipped the first game. But don’t worry... This guide keeps things simple, and you'll be crushing angel armies in no time.
Learn by Failing, Fast
Read cards, mess up, learn anyway
Monster Train 2 has a ton of keywords and mechanics that won’t make sense until you use them wrong. That’s normal.
Just read every card, buff, and passive the first time you see it, even if it doesn’t stick.
Keep experimenting with units, card combos, and upgrades. Once you mess up enough, the game starts to click.
Stick With Fel Early On
The Banished are your easy-mode
Your first runs let you pick between two starter clans. Pick The Banished as your main and use Fel. Her Valor mechanic lets you scale into massive damage, fast.
Fenix from The Pyreborne is fine, but Fel will carry your early runs more consistently.
Don’t Touch Difficulty Yet
Stay on Covenant 0
The game wants you to try harder modes right away. Don’t. Stick with the base difficulty until you’re regularly winning runs.
There's no need to make things harder before you understand room placement, card timing, and synergy.
Get Unit Positioning Right
Tank up front, damage in back
Your units fight on 3 floors. Always block with high HP units and stack your high damage cards behind them. Champions like Fel usually go up top so they can ramp up power before enemies reach them.
Room space is limited, so plan ahead.
Use Spells to Pick Off Enemies
Clear junk units early
Cards like Firestarter let you deal small damage from your hand before the enemies attack. These low-damage spells are great for removing weak enemies that would otherwise block your big hits.
Don’t underestimate how useful 1 or 2 damage can be early in a fight.
Restart and Undo Are Fine
It’s built into the game
Made a mistake? Hit Undo or Restart Turn. These aren’t cheats. They’re tools the devs gave you. Use them, learn, and improve.
Only Enable Trials Early Game
Risk is fine... but not stupid
You’ll get Trial offers before fights. These give extra gold if you win tougher battles. For your first few runs, only take them in the first 1 or 2 fights.
Late-game Trials can wreck your whole run if you're not ready.
Shop After You Explore
Don’t spend first
At each stop between battles, you'll pick a path with different bonuses. Always check for new units or cards first before spending gold on upgrades.
You don’t want to waste gold upgrading a weak card you replace 10 seconds later.
Always Choose Artifact Routes
Artifacts = broken buffs
If you see a route with a free Artifact, go for it. They’re permanent passive upgrades that can give massive advantages like extra card draw, more energy, or busted Valor boosts.
Second-best option is the Merchant of Steel for unit upgrades.
Keep Your Deck Lean
Less is more
Too many cards means you draw your good stuff less often. Pay to remove bad or weak cards whenever you can.
Once you upgrade past the starter Stewards, get rid of them to avoid clogging your draws.
Build Around a Strategy
Synergy wins
The best decks revolve around one or two ideas, like stacking Pyregel or boosting multi-strike units. If a new card doesn’t match what you’re doing... skip it.
You even get bonus gold for skipping card choices, so there’s no reason to grab every card.
Always Grab More Room Space
Heaven’s Light is king
After major battles, you pick a perk: more energy, more card draw, or more space in rooms.
Pick more room space. Every time. It lets you stack stronger units and makes your train almost unkillable.
Bonus energy is fine, but raw board power usually matters more.
Final Blurb & FAQ
Monster Train 2 requires that you learn one mistake at a time... then break the game later with absurd combos.
Start slow, stay with Fel, skip bad cards, and the game will go from hard to hilarious real quick. Practice now, dominate later.
FAQ
Q: Who should I pick as my starter Champion?
Fel from The Banished is the best choice for early runs.
Q: What’s the best perk to grab after a boss?
Always take more room space. It’s the most powerful upgrade long-term.
Q: Should I do Trials during battles?
Only early in your run when the risk is low and rewards help more.
Q: Is it bad to restart or undo turns?
Nope. Use those tools to practice and test ideas without restarting the whole run.
Q: Why should I remove cards from my deck?
Fewer cards means more draws of your best ones. It’s how you make consistent builds.

