The Monster Within

The Monster Within

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Some Effective Strategies
By betasprite
I'm no expert at deck-building games, but I've found a few tricks that are allowing me to work through the achievements. Here's some of the tactics I've used for wins.
   
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Unlocks
I'm going to be honest. I've forgotten how I unlocked most of the things in this game, and I don't want to reset just to check the unlock conditions. You can see then in the "Unlocks" menu off of the main screen, if you need to see what you have to do.

You can quickly unlock all of the characters, if you'd like, by just starting a game with any character, then ending the turns until you lose. Playing with a character 3 times unlocks the next one.
Sunny Draw
Starting Affliction:
Nyctophobia: Buy pile treats you as having 15 more health, giving you way more time to pick up Sun-generating and drawing cards.

Symbiotic Afflictions:

I wouldn't take any other afflictions while using this tactic, as you want the good Sun cards to stick around for as long as possible. There are a few that aren't too bad to pick up, though.

  • Horns: When you see something in the Buy pile you want, you can keep it there until you get a round where you are able to pick it up. Pretty good.
  • Violent Tendencies: This can make your start more difficult, with lower base Sun output, but it also adds damage to your deck. I've found that it sometimes costs me my ability to pick up a Tax Evasion, though, where I'm not getting the needed 4/3 Sun while Tax Evasion is still available.
  • Hematophagy: Extra defense for a low health cost. This becomes useless once you start eliminating your basic cards with Tax Evasion, though.

Recommended Sets:
  • Engineer: Very powerful single card that upgrades without bloating your deck.
  • Corporate: For Tax Evasion to get rid of your basic cards later. We don't want anything other than Sun.
  • Religion: High-powered cards if you're not making enough Sun early on, and a cheap Draw 2 in Revelation.
  • Police: Get some damage into your deck, and Police Chief for extra draw.
  • Technology: Early armor can help depending on the enemy (like mitigating the Cultist with Blood Level 2+), although I prefer Weakening Potion.
  • Harmony: Late-game spending of Sun. It's more usable with all of the Sun we have than most of the Monster sets, so it's probably worth slotting in.

Priority of Cards to Buy:
  • Improved Battery/Police Scanner/Auto-Distress Call/Expanded Range: Improve the Radio Scanner (and your deck) without bloating it!
  • Tax Evasion: Only get one, and don't play it until you have enough of a deck to survive without your Investigates.
  • Police Chief: My favorite damage and draw in Sun.
  • Caffeine Injection: Draw now, and draw later.
  • Gleam of Insight/Dusty Tome: Basic draw plus extra.
  • License to Litigate: Double your current Sun. Good to use before Restraining Order.
  • Church Archives/Holy Water: Get a few of these to replace the basic cards that Tax Evasion is going to remove from the deck.
  • High Alert: When you need to get chunky damage into your deck, having one (or two, if you already have plenty of Draw) of these can be good.
  • Weakening Potion: A little damage and armor that you can save until you need it.
  • Restraining Order: Sun -> Shield.
  • Auto Armor: Early armor, if needed.
  • Mystical Remedy: This comes very late, but if you get low enough on health for this to show up, being able to recover 5 is great, especially if the boss fight is a war of attrition.
  • Epiphany: This can be absolutely silly late-game, giving you huge damage payout against most bosses when played last.

Strategy:

The main goal of this strategy is to play your entire deck every round with a powerful Radio Scanner in the mix. Mostly pick up cards that draw, with very few that don't.

The Botanist has some very good cards that work with Sun, such as Photosynthesis (which adds Attack equal to your current Sun), and a bunch of late-game draw that requires Sun to purchase.
WIP builds
Here are some other ideas I want to write out, but I need to reference card names and such to get there:
  • Deadly Fangs Rushdown
  • Monstrous Scaly Skin
  • No Draw, Only Power
  • Negative Health Werewolf
  • ...And a Gun!
2 Comments
Decuplets 1 Nov, 2024 @ 1:26pm 
that's true.
I guess 50 pages is more than enough to work with considering all you have to do is lower the enemy to 0 in that span
betasprite  [author] 1 Nov, 2024 @ 1:16pm 
Yeah, but the draw game is an easy way to get started. The other deck ideas I had were better for high blood, but I'd somewhat lost interest due to the bugs and jank the game had when I was playing. I might have to get back into it to see how it had improved with the update.