Monster Train

Monster Train

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A Guide to the Melting Remnant
By Wyrd
Melting Remnant is possibly the strongest clan in Monster Train, but that doesn't necessarily mean it's the most straightforward. The Remnant has a lot of combos and wild plays, but if you'd like to hear a more grounded and consistent approach, hear me out!
   
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Introduction
Hiya, how are you guys doing? So let me preface this one with me noting that Melting Remnant is my favourite clan in Monster Train. Their specific brand of trickyness and brutal efficiency, coupled with one of the most original designs ever seen in a game definitely makes them extra memorable, so kudos to the designers.

I believe Melting Remnant has the biggest claim to the best clan title. They are definitely the most self-sufficient clan available, and one of the strongest early game - tied here with The Awoken.

So what cards do we want to play an efficient Remnant in a covenant 25 atmosphere?
Playstyle
I believe there is very little reason to pick anything other than "Burn Bright" Rector Flicker at the moment. His stats were (rightfully) nerfed, but still he's the most efficient champion available. The fact that you can fight at the lowest level, die, get resurrected to fight again in the mid level is an EXCELLENT trait Rector Flicker has over other champions, and means you're filling every level with only your best.

The other builds are actually very relevant and fairly competitive, but I believe the triple burn bright build offers the highest consistency.

I'd recommend at least two reform outlets given holdover and reduced cost upgrades. This makes sure you have a resurrect available for the Rector, and if you've been a very good boy, Bounty Stalker.
Notable Cards
Melting Remnant actually has excellent commons, great uncommons and build defining rares. There are very few "bad" cards for this clan.

Here are some you shouldn't mind having multiples of:

Commons:

Dreg: You're lucky Dreg's one of the best commons in the game, because you get 5 of them. They have a very relevant statline, are easily reformable, are creatures so once you play them they remove themselves from your deck for the rest of the battle, and you don't mind if they die at all. I very rarely end up purging my dregs, and that's an excellent sign for a starting card. A

Draff: What if I told you there was a card that's even better than Dregs. No way, you say? Well check this bad boy out - for a mere 1 ember, you get a 10/5 guy with multistrike that uses up a SINGLE point of capacity. HOLY DPS BATMAN, what are you doing? Sure, he stays around for a single round, but dying really is not an issue when you're with the Remnant. S+

Molded: Is your bread, butter, cornerstone, sky, whatever. Everything hinges on this card, your ability to windmill slam it on your deck, and to give it holdover and reduced cost. S+ ultra gold star

Honestly, these are all you need for a succesful run, but here you go:

Uncommon:

Paraffin thug: So you're telling me I get 20 gold for each kill. Give this guy multistrike and let him loose. Remnant kinda falls off if you can't get a relevant rare in the later circles, so you need all the gold you can get early. Paraffin Thug is but one way to transition. A

Remnant host: So, for no embers and a single capacity I now get TWO draff? Each time you resurrect a remnant host, you're actually resurrecting 3 creatures, and 3 stacks of extinguish. Looks underwhelming, but is one of the most cost efficient cards in the game. A+

Wickless Tycoon: You get 5 gold for every friendly and opposing death. Need I tell you that's insane? A

Subsuming Blade: Nothing to see here, just the best single target spell in the game. Give it holdover. A+

Rare:

Most rares are great, but one stands head and shoulders above the rest:

Bounty Stalker: One of the most fun cards in the game. Also absurdly broken.





Another glorious guide video? No way.
Please check out this guide which also incorporates a covenant 25 run with the Hellhorned secondary, and let me know if I've made any mistakes in the comments!