
Hell has frozen over, and the last hope of reigniting it is travelling through enemy territory on a train carrying the final burning Pyre. Every battle takes place across three stacked floors, with waves of enemies boarding at the bottom and climbing upward if your units fail to stop them. You’ll summon monsters, cast spells, strengthen your champion, and build each floor around a different purpose, all while trying to prevent anything from reaching the Pyre at the top.
Before the journey begins, you’ll choose a primary clan and pair it with an allied clan, combining their cards, units, and abilities into a single deck. With five clans, more than 220 cards, over 88 artifacts, branching routes, and multiple ways to upgrade individual cards, each run gives you a new set of tools to work with and a different way to defend the train.
What Makes It Different?
- Battles take place across three stacked floors
- Enemies climb toward the Pyre if they survive a floor
- Combines two clans to create a deck for each run
- Features five playable clans
- Gives your primary clan an upgradeable champion
- Includes more than 220 cards
- Features over 88 artifacts
- Lets you summon units and cast spells during battle
- Allows cards to receive multiple upgrades
- Uses branching routes with different rewards and services
- Includes Daily Challenges with worldwide leaderboards
- Features Custom Challenges with adjustable gameplay modifiers
Building a Defense Across Three Floors
Enemies do not stay in one place. Any unit that survives the first floor moves upward, forcing you to think about what will happen beyond the current round of combat. One floor may hold durable units built to absorb repeated attacks, while another can be packed with damage dealers waiting to finish off anything that breaks through.
Space is limited, so you can’t simply fill every floor with as many units as possible. Each summon takes up capacity, and placing the wrong unit in the wrong position can leave an entire section of the train unable to do its job. Building a strong defense means deciding where every monster belongs before the next wave begins climbing.
Two Clans Shape the Entire Journey
Your primary clan determines which champion leads the run, while the allied clan expands the cards available to your deck. Every clan brings its own units, spells, mechanics, and priorities, so changing either half of the pairing can completely alter how you approach the train.
Some combinations can build around heavily protected units, while others rely more on spells, repeated summons, or effects that grow stronger over time. The two clans don’t always fit together immediately, and part of the challenge comes from finding the cards that connect their strengths before the later battles begin.
Turning Key Cards Into Something Stronger
Cards can be improved during the journey rather than immediately replaced by something new. Units can gain bonuses that help them survive or deal more damage, while spells can become cheaper or more powerful depending on the upgrades you find.
A strong card can receive more than one improvement, allowing an important unit or spell to become the centre of the deck. That creates plenty of room to commit to an idea once it begins working, but spending too many resources on the wrong card can leave the rest of the deck struggling to keep up.
Choosing What the Train Needs Next
The route forward repeatedly splits, with each side offering different ways to prepare for the next battle. One path may let you upgrade units, while another offers spell improvements, artifacts, new cards, or other opportunities to strengthen the run.
You can’t visit everything, so each stop becomes a choice about what the deck is currently missing. A powerful unit may need an upgrade to stay relevant, a useful spell could be too expensive to play consistently, or the entire strategy may depend on finding one more card from a particular clan. Choosing the right route is often what turns a promising deck into one capable of reaching the end.
Good If You Like…
Players who enjoy Slay the Spire, Wildfrost, Vault of the Void, or Roguebook should appreciate Monster Train’s clan combinations, card upgrades, branching routes, and battles spread across multiple floors.
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8/10This was a train I really didn’t wanna get off. Loved practically everything about it…The challenge, the chaos, the endless frustration – would highly recommend!
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