Meta level 0 is the foundation which the rest of the meta is built upon. Because chain bound events are starting, and players have experience, I decided that I wanted to think more about this. I am looking at the meta from the perspective of large tournaments.
Rarity Modifying the Meta: Because this game has no deck building or side board, card rarity is going to have more of an effect on the meta than other games. In magic, you will almost never see meh cards, but in Keyforge you will very much expect to see these, with the more common meh cards being more present than rare meh cards. This means that decks that can be countered by 2 or 3 common cards are going to be worse than decks that are countered by 4 or 5 rares, which isn't really something you see in other games. You are also less likely to see complex combos, especially if those combos are dependent on rare cards.
List of set themes that will affect the meta:
Lack of Mass Artifact Removal
Abundance of Mass Creature Removal - Has a common version in almost every house
Lack of Forced Discarding that targets a card - Cards in hands are mostly safe
Lack of Counter to Archiving - Only 1 card I can think of
Ability to Forge Keys through Card Effects
List of meta defining cards and combos. A card is meta defining if it changes the way you play when playing against it before it has even been played, or if it causes you to not to bring a deck because it has no answer to it. This is different from being good, though you should expect some overlap. If a combo is extremely rare, it will not be listed. The rule of thumb here is if you think you can find it on ebay on a regular basis.
Loot the Bodies & Mass Removal - 2 common cards/effects that punish mass creature decks
Restringuntus
Library Access & Nepenthe Seed
Deep Probe
Soul Snatcher
Double Horsemen (This is less common than I thought, it shouldn't be on this list)
Bait and Switch
Ghostly Hand
Too Much to Protect
Customs Office
Lifeweb
Edited by Revert