Monster Train 2 Deck Building: Ember, Draw or Capacity?
Build a deck that works on an ordinary draw. Choose the resource, draft and upgrade that fixes the next failing turn, then stop adding cards that do not help.
Should you take Ember, draw or Capacity?
Take Ember when good cards remain unplayed for lack of energy; draw when the useful cards stay in your deck; Capacity when a specific unit would complete a crowded floor. Choose from the board and deck you have. The same reward can be excellent in one run and nearly irrelevant in the next.
Hell’s Flame
+1 Ember per turn. +1 Deployment Ember. Your Pyre gets +1 Attack and +1 Pyre health.
Choose it when: You draw useful cards but cannot afford the important plays.
Price the whole turn: defense, scaling and any Blights you need to play. Also check whether extra Deployment Ember lets you start another useful unit.
Heaven’s Light
+2 Capacity on each floor. Your Pyre gets +1 Attack and +1 Pyre health.
Choose it when: Your carry, protection and support cannot fit together.
Write down the exact unit you can now fit and what it adds. Empty Capacity does nothing until a useful unit occupies it.
Limbo’s Solace
Draw +1 each turn. Your Pyre gets +1 Attack and +1 Pyre health.
Choose it when: You have Ember left but your answer stays in the draw pile.
Check how many cards remain after setup. More draw finds the engine sooner only if you can afford to play what it finds.
If two rewards both look good, test the next turn in your head. With the same hand, does the extra Ember let you protect the carry and cast its buff? With the same board, does extra Capacity fit a support unit you already own? Favor the improvement you can actually use over a hypothetical future draft. Check your Pyre Heart and existing artifacts before buying a resource they already supply.
A working deck needs four jobs covered
- Wave damage: remove enough enemies before they reach the Pyre. Multiple attacks, Sweep, spells and a second combat floor are different solutions; one huge attack can still waste damage on a single blocker.
- Boss damage: maintain useful damage over the encounter. A scaling unit, repeated spell or damage-over-time plan must survive long enough to finish.
- Protection: keep the source of that damage alive. Healing, Armor, debuffs and replacement units have different costs and weaknesses.
- Access: draw and afford the cards that perform those jobs at the right time. A combo you see after the floor has collapsed is not a reliable answer.
A card can cover several jobs. Lodestone Totem, for example, gives an Incant deck protection from the spells it already wants to cast. But drafting it without suitable spells does not create that engine. Read the best-card shortlist as a set of jobs and conditions, then choose the missing one.
Plan Deployment separately from the rest of the battle
Deployment happens before enemies appear and provides extra Ember for setup. The developer's gameplay FAQ explains why it exists: to support unit synergy and multiple floors. An expensive unit that you can deploy once has a different budget from an expensive spell you intend to cast every cycle.
Sketch each floor from front to back. Put protection where the enemy attacks land, keep support with the unit it strengthens, and leave room for generated units. Add the actual Ember costs of your intended deployment hand. If the board only works after drawing a room or equipment later, decide what keeps it alive until that card arrives.
Room and equipment access can be part of the solution: Dante's Footstool and Attuned Whetstone have specific Deployment draw effects. Check their exact text and your pool of eligible cards instead of assuming they always find a particular target.
Draft, skip or pivot: use the next fight as the test
Before taking a reward, finish this sentence: “This card improves my run because it solves ___, and I can use it by ___.” If both blanks depend on cards you have not found, it is a speculative pick. Early in a run you have room to change direction; late in a run a proven answer is usually more useful than the beginning of a second engine.
- Draft when a card fixes missing wave damage, sustain, setup or access.
- Skip when it repeats a solved role, lacks a usable target, or makes a critical draw less likely without enough benefit.
- Pivot when a new card or artifact gives a better plan using resources you already have. Do not keep supporting a failed plan just because you spent Gold on it.
At Covenant 6, account for the Calcified Ember attached to one draft option too. Evaluate the useful card and the extra Blight together. Read the boss preview before every decision that commits scarce Gold or space.
What is the best deck size?
There is no universal target. Count the cards that keep cycling after units, rooms, equipment and Consume setup have been played, then ask how quickly the remaining deck returns to its important spells. Two decks with the same starting size can have very different combat cycles. Generated cards, returning units and enemy Scourges can change that cycle again.
Remove a card when its draw is consistently worse than the alternatives. Keep a cheap starter if it still removes a dangerous backliner or enables Incant. Keep a replacement unit if your defense depends on replaying it. “Smaller” helps only when the removed card contributes less than the faster access you gain.
Spend upgrade Gold on the bottleneck
Start with the problem, then look for the upgrade. Do not use every slot immediately if a later merchant can fix a known weakness. These examples use the exact effects in the upgrade database:
- Emberstone
Upgrade a spell to cost -1 Ember.
A spell is useful repeatedly, but its cost blocks another essential play on the same turn.
- Smidgestone
Reduce Capacity to 1.
Reducing one unit’s size lets a complete carry-and-support arrangement share a floor.
- Frenzystone
Upgrade a unit with Multistrike 1.
Your carry already gains enough attack and survives; an extra attack converts those buffs into more useful damage.
- Immortalstone
Upgrade a unit with Endless.
You want to replay a unit after it dies. Budget the next draw and Ember cost instead of treating Endless as a free replacement.
- Smolderstone
Upgrade a spell to cost -2 Ember and gain Consume.
A setup spell only needs to be played once in a battle. Lowering its cost and removing it from later cycles can both help.
Duplicate after deciding which upgrades the copy needs. A duplicated carry still requires Ember, Capacity and protection; duplicating a spell still changes the draw cycle. At higher Covenant, leave enough Gold for expensive rerolls or escalating purges before buying an optional stat increase.
Deck-building questions
Should every deck use only one floor?
No. Keep dependent units together, but give other floors useful work when the encounter demands it. A second floor can clear survivors, trigger an effect or protect the Pyre. For the Titans, plan how you will handle pressure across the train even if one floor remains your main damage source.
Are rooms and equipment worth adding to a thin deck?
Yes, when the effect earns its setup cost and you have a suitable floor or carrier. Compare when you draw it, what you pay to play it and how long the benefit lasts. A useful permanent battle setup is different from a weak spell that keeps returning to your hand.
Can RailTools test whether my deck will win?
The deck builder can compare card costs, types and keyword overlap, then save or share a plan. It does not simulate fights or prove a win. Check exact enemy mechanics, play the run, and use the run tracker to record what actually failed.