Summary

Monster Trainis an incredible game. That’s really all there is to it. Whether players arecoming fromSlay The Spirewith an itch for another deckbuilding roguelike, or they’re fresh on the scene of this particular sub-genre,Monster Trainoffers a fantastic mix of lore, mechanics, and customization that is singularly addictive.

For those already excitedthatMonster Train 2is on the horizon (sadly, not theMonster Traindating sim, which was confirmed to be an April Fool’s joke by the developers), it’s clear thatevery clan in the gameis more than capable of defeating the Seraph, allied with a companion clan and either utilizing busted combos or simply playing the game right and being smart with upgrades and drafts.Some clans, however, utilize more strength than others,and when all clans are compared side-by-side in terms of their viability in runs and raw power, it’s clear that one clan comes out on top.

Wurmkin Monster Train

6Wurmkin

The DLC Clan Packs A Huge Punch, But Only In The Right Circumstances

TheWurmkinwas introduced intheLast DivinityDLCforMonster Train, which, beyond this new class, adds a slew of new artifacts to utilize and some incredibly interesting end-game content that takes players beyond the final boss to an even harder fight. Players who don’t want to go through the game normally, hoping to pull off good combos and build some fun cards, but would prefer to break the game with near-infinite combos, will often find themselves playing Wurmkin.

The issue is that these combos don’t synergize well within the Clan’s identity, let alone the Clan’s identity alongside an ally clan. Some creatures like having an excess of charged echoes, while others grow stronger with fewer echoes. The new resource this Clan adds is a bit out of left field, and players tend to see this as a ‘hit or miss’ class.

Umbra Monster Train

5Umbra

An Interesting Class That Struggles To Synergize

TheUmbrahave a fascinating clan mechanic where little black gemules of nothingness—known as Morsels—are a creature type that can be summoned exclusively to be eaten by other, more powerful creatures. Morsels can be eaten by any creature that isn’t also a Morsel, meaning that, in theory, there is a good deal of synergy on the board here. Unfortunately, the non-Morsel creatures in this deck (which do look incredibly cool, for what it’s worth) just don’t synergize all that well with creatures from other clans.

This is still a great, macabre splash of flavor for anyone who prefers abit of gruesomenessin their deck-builders, but unfortunately, the lack of synergy, alongside consumable cards, really does put this Clan behind despite its great theme.

Awoken Monster Train

4Awoken

A Buff-Oriented Class That’s Perfect For Beginners

For those whowant to defend nature(apparently Hell has forests?) or focus on buffs and protection, theAwokenis a fantastic Clan choice, especially in the allied Clan slot. Sadly, this Clan, while not overtly detrimental to any builds, doesn’t always shine as the main Clan. It’s easy to simply cycle through the same handful of buffs, which will keep creatures strong, but won’t really have them leaping off the walls to do some powerful things.

The Awoken Clan is like the natural monuments that their group aspires to protect—benevolent, powerful, but a little static. They’re a great ally choice because of this—able to support clans of all types, and in the limelight, they can still be great—but they’re just not fantastic.

Stygian Guard Monster Train

3Stygian Guard

A Spell-Focused Clan That Can Be Quite Powerful

For thespell slingers and wizardsout there, theStygian Guardhas creatures entirely focused on repeating and enhancing spells. It’s a great Clan to focus on if players want to overwhelm their enemies not with creatures, but with spells.

This class might not always start off at its strongest, but with a bit of luck regarding Artifacts and good drafts, players will be able to repeat-cast spells, hold them until opportune times, or take down bosses before they’ve even clashed with a creature. Spell-oriented builds are not everyone’s cup of tea inMonster Train, but they can be incredibly powerful once the wrinkles are ironed out.

Hellhorned Monster Train

2Hellhorned

The Classic Demon Archetype Rightfully Packs A Punch

Alongside the Awoken, theHellhornedare what most people think of when they picture demons—red, horned, and angry beasts using the power of hellfireand death metalto smash through their foes. Despite being a starting Clan, the Hellhorned are more than powerful enough to carry players through plenty of Covenant ranks and challenge runs.

Perhaps part of what makes this Clan so viable as both a main faction and an ally faction is the straightforward nature of their abilities. They have creatures that trigger effects on summon, and creatures that trigger effects when they hit things. Nice, simple, and lethal.

Melting Remnant Monster Train

1Melting Remnant

A Brightly Burning Flame In Hell

TheMelting Remnantare easily the strongest Clan inMonster Trainon their own. They have effects in zero or one cost cards that normally wouldn’t be seen in creatures worth double those embers, all thanks to the wicks that slowly have them melt away, meaning they can’t always sustain this power.

However, when they do manage to sustain this power through some very easily acquired spells, creatures, or artifacts, there is truly no stopping them. Melting Remnant creatures also focus on death triggers, meaning they only grow stronger the more their comrades sputter away or go out in a blaze of glory.

Monster Train Tag Page Cover Art