Deckbuilders: The Best Today, Top Demos, Coming Soon 12/25

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SpellRogue is also not a deckbuilding game. Instead, you roll a few six sided dice at the start of each turn that can be used to activate one of several spells. Spells can have restrictions on the number on the dice they accept and the number of times they can be activated per turn, making it a challenge to assign the right dice to the right spells.

The game has only 9 reviews of which 5 negative, but either those are about an outdated version or they're just wrong.
 
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Prisoners of Ulag'Bol: A Dungeon Crawling Deckbuilder is a very traditional deckbuilder. You start with a deck of simple attack and defense cards and add a new card after every battle and occasionally get the opportunity to delete or upgrade cards. In combination with relics that provide passive bonuses you can make specific builds focused on, for example, applying ever increasing stacks of burn on enemies or applying a spike buff that harms enemies when they attack you while bolstering your defense. The one unique gimmick is that, instead of following a branching path, all of the encounters of a stage are shuffled and you get to choose one out of three randomly chosen encounters each time.
 
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Zed Clampet

Community Contributor
Legacy of Defense is also not a deckbuilding game. It's closer to a Vampire Survivors-like but instead of walking around your character just stands in one spot shooting at waves of enemies.
Oh well. These not-deckbuilder games were called "deckbuilders" by the developers, usually in the description above the reviews. It's not overly surprising, I guess, that you can't trust developers. In retrospect, they are probably the sources of the bad tags.
 
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Oh well. These not-deckbuilder games were called "deckbuilders" by the developers, usually in the description above the reviews. It's not overly surprising, I guess, that you can't trust developers. In retrospect, they are probably the sources of the bad tags.

Oh, absolutely, I'm putting none of the blame on you. It's just developers using buzz words that are vaguely applicable in the hopes that it gets their game more attention.
 
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Zed Clampet

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I played the Cropdeck Demo.

"Combat" is trying to grow enough crops each "battle" to pay your taxes.

You pick your way through a branching path modeled, I guess, after Slay the Spire. After each battle, you get to pick a card to add to your deck and, also, pick a scarecrow, which works kind of like artifacts in other games. Standard cards include plants, hoes, water, and fertilizer. Better versions of these will apply the effect to more than one block.

I really enjoyed it, but I'm very sick right now with either a stomach virus or food poisoning, and I quit before getting to the end of the first section.
 
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Zed Clampet

Community Contributor
I played the "Luck be a Landlord" demo.

You play a slot machine trying to earn your ever increasing rent.

I had some questions about it, but based on the developer's statement when you finish the demo, these are probably not problems in the full game.

What I noticed was that: 1) Often, especially in the beginning, there was one very obvious choice when you were improving your "deck".

2) Options repeated themselves over and over by the time I got to the end.

3) It seemed way too easy.

I'm going to get this in a bundle, so I'll update whether these issues are present in the full game.
 
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Zed Clampet

Community Contributor
I continued my quest to find a deckbuilder and came across this


It has a demo in the right column, so I loaded it up. The story so far is simple, but I liked it.

You have a ship and it has maybe 5 or 6 equipment slots. You choose what equipment goes into those slots, and each piece of equipment has a set of cards with it. You also get a crew, and each crew member has a special ability.

I'm not really sure what happens when you die since there is a pretty extensive story.

Anyway, I bought it.
 
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Zed Clampet

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Not a deckbuilder. There are some cards, but for the life of me I can't figure out why. You get the same cards every time and can play all of them every time.
 
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Zed Clampet

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I asked Google Gemini to recommend games to me based on my love for Monster Train, and after looking at the suggestions in Steam, I think it did a pretty good job, so I'm going to paste it here:

If you loved Monster Train for its tower-defense lanes, insane unit synergies, and "broken" card combos, there are several titles on Steam that capture that same magic.

1. Monster Train 2 (Released 2025/2026)​

The most obvious recommendation is the official sequel. It maintains the vertical "three-floor" defense system but introduces "Alternate Acts," where each run can take you through radically different environments with unique bosses. It features new clans (like the Lazarus League) and a much deeper persistent progression system.

2. Wildfrost

If the "lane-based" unit placement of Monster Train was your favorite part, Wildfrost is the best modern alternative.

  • The Vibe: Charming but punishingly difficult.
  • The Twist: You manage a "Battlefield" where turn timers are the most important resource. You have to physically move your units between rows to dodge incoming attacks or protect your leader.
  • Synergy: Like Monster Train, it encourages you to find "broken" charms and combos to scale your damage exponentially.

3. Decktamer (New in 2025)​

This is a newer title that heavily blends Monster Train's laned combat with creature-catching mechanics (think Pokémon meets deckbuilding).

  • Unique Hook: You don't just draft cards; you "tame" the monsters you defeat to add them to your deck.
  • Risk/Reward: It features permanent death for your individual monster cards within a run, forcing you to be much more protective of your "tank" units.

4. Across the Obelisk

If you enjoyed the "Clan" system where you mix and match different factions, Across the Obelisk offers a similar depth with its party-based system.

  • The Vibe: High-fantasy RPG.
  • The Twist: You control four distinct heroes, each with their own deck. It’s highly focused on multiplayer co-op (though great solo), and the synergy between your four decks is just as satisfying as the primary/secondary clan combos in Monster Train.

5. Cobalt Core

For fans of the "positioning matters" aspect of Monster Train.

  • The Vibe: Retro sci-fi with talking animals.
  • The Twist: You control a spaceship. Instead of lanes, you move your ship left and right to dodge enemy cannons or line up your own shots. It’s very fast-paced and rewards "perfect" tactical play.

Summary Recommendation Table​

If you liked...Try this game...Why?
Laned DefenseWildfrostUses rows and positioning to defend a central leader.
Clan SynergiesAcross the ObeliskMix and match 4 heroes with unique, interacting decks.
Big Number CombosBalatroA "poker roguelike" where score multipliers reach Monster Train levels of insanity.
Monster CustomizationDecktamerFocuses on taming and evolving specific units in your deck.

So naturally I had to ask CoPilot. I haven't checked this list (I deleted as much of it's arse kissing as I could without messing with it's actual description of the games)

# 🎮 Top-Tier “Monster Train Brain” Recommendations

## **1. Inkbound** (Shiny Shoe’s other child)
If you haven’t touched it yet, this is the closest thing to “Monster Train but sideways.”
- Same devs, same philosophy: *tight runs, escalating choices, absurd synergies*.
- Co-op is shockingly good for theorycrafting.
- Combat is more positional, but the buildcrafting is pure Shiny Shoe DNA.

---

## **2. Balatro**
This one scratches the “absurd synergy engine” itch better than almost anything since MT1.
- Deckbuilding, but with poker hands as the core mechanic.
- Jokers = relics that stack into runaway nonsense.
- If you enjoy finding degenerate loops, this is basically a playground.

---

## **3. Across the Obelisk**
Think “Slay the Spire meets party-based RPG,” but with **deep** build interactions.
- Tons of classes, tons of synergies.
- Linear map progression like MT.
- Co-op if you want to test builds with friends.

---

## **4. Roguebook**
Richard Garfield (Magic: The Gathering) co-designed it, and it shows.
- Two-hero deck system = constant combinatorial discovery.
- Very synergy-forward, very “breakable.”
- Great for someone who likes MT’s “what if I stack this with *that*?” energy.

---

## **5. Vault of the Void**
This is the “I want perfect information and tight mechanics” pick.
- Extremely deterministic — great for someone who likes reproducible systems.
- Deck manipulation is deeper than in most roguelites.
- Feels like a lab for testing card interactions.

---

## **6. Griftlands**
A narrative deckbuilder with two separate combat systems (negotiation + fighting).
- Tons of build variety.
- Great if you enjoy systems that evolve over a run.

---

## **7. Inscryption**
Not a pure deckbuilder, but the *first act* alone is worth it if you like MT’s tension + discovery.
- Deckbuilding + puzzles + weird meta layers.
- If you enjoy “what is this system hiding?” moments, it’s a treat.

---

## **8. LONESTAR**
A newer roguelite with modular ship builds.
- Very “engineering sandbox” energy.
- Tons of combinatorial weapon interactions.

## **9. Through Hell and Back**
Another MT-adjacent card battler with tactical layers.
- Not as polished, but interesting if you like experimenting with unit interactions.

## **10. Forestygian**
Weirder, darker, more experimental — but has that “stack synergies until the game buckles” feel.
 

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