Monster Train 2
Keyword Glossary
68 status effects, triggers and mechanics — defined with the game's own tooltip text, each linking to every card that uses it.
Status effects
Armor
22 cardsDamage is dealt to Armor before health. Each point of Armor blocks one point of damage and is then removed.
Burnout
10 cardsWhen Burnout runs out, the unit dies. Decreases every turn.
Multistrike
9 cardsAttacks an additional time per turn.
Rage
9 cards+X Attack per stack. Decreases every turn.
Damage Shield
8 cardsNullify the next source of damage.
Dazed
8 cardsAs long as a unit is Dazed, it can't attack or use any Action or Resolve abilities. Decreases every turn.
Conduit
7 cards+X Magic Power on this floor per stack.
Reanimate
7 cardsWhen a unit with Reanimate is killed, it will be revived with 1 Health and lose 1 stack of Reanimate.
Sap
7 cards-X Attack per stack. Decreases every turn.
Spikes
7 cardsWhen a unit with Spikes is attacked, the attacker takes X damage per stack.
Valor
7 cards+1 Attack per stack. Raise Armor to stack count if this is the front unit after combat.
Decay
6 cardsUnit takes 3 damage per stack at the end of turn. Decreases every turn.
Emberdrain
6 cardsAt the start of turn, you lose 1 Ember for every stack of Emberdrain. Decreases every turn.
Frostbite
6 cardsUnit takes 1 damage per stack at the end of turn. Decreases every turn.
Melee Weakness
6 cardsThe next time the unit is attacked, it takes that much damage again for each stack of Melee Weakness.
Pyregel
6 cards+X incoming damage per stack.
Sweep
6 cardsAttacks all enemy units.
Troop
6 cardsTroop gains bonus Attack and Health per stack. Additional Troop stacks on a floor are added to any existing Troop. When this unit loses health equal to the Health granted by one stack, it loses a Troop stack.
Lifesteal
5 cardsWhen a unit with Lifesteal attacks, it restores health equal to the damage dealt. Decreases each time the unit attacks.
Hatch
4 cardsAt end of turn, remove Corrupt from the floor to remove Hatch from the front unit with Hatch. When all Hatch is removed, the unit will Hatched.
Reap
4 cardsUnit takes 1 damage per stack of Corrupt after combat ends. Does not decrease.
Regen
4 cardsRestores X health per stack at the end of turn. Decreases every turn.
Spell Weakness
4 cardsThe next time the unit is hit by a damage spell or ability, it takes that much damage again for each stack of Spell Weakness.
Stealth
4 cardsNot a target in combat. Decreases every turn.
Avarice
3 cardsWhen a unit with Avarice deals unblocked damage, gain Gold equal to stacks of Avarice.
Burst
3 cardsAttacks an additional time per stack. Remove 1 stack after each attack made this way.
Mageblade
3 cards+X Attack per stack for each Magic Power on the floor.
Quick
3 cardsAttacks before enemy units during combat.
Trample
3 cardsWhen attacking, excess damage is applied to the subsequent enemy unit.
Unstable
3 cardsIf a unit's HP is less than or equal to stacks of Unstable at the end of combat, they die if not invulnerable. On death, this unit explodes, dealing damage equal to stacks to enemies on the floor.
Fragile
2 cardsIf this unit loses health, it dies.
Immobile
2 cardsCan't move between floors or change position on this floor.
Rooted
2 cardsPrevents the next time a unit would move between floors. Bosses are immune.
Buffet
1 cardsThis unit can be eaten multiple times.
Cooldown
1 cardsThis unit's Ability can't be activated while there are any stacks of Cooldown.
Endless
1 cardsWhen this unit dies or is eaten, return its card to the top of the draw pile.
Fuel
1 cardsNegates the effect of Inert and Dormant. Loses 1 stack every turn.
Inert
1 cardsThis unit cannot attack unless it has Fuel.
Mute
1 cardsDisables Triggers, Abilities, and Enchants. Decreases every turn.
Steelguard
1 cardsCannot lose more than X Armor per hit.
Titanskin
1 cardsX damage reduction per stack.
Triggers & mechanics
Consume
107 cardsRemoved from your deck for the rest of the battle after being played.
Summon
18 cardsTriggers when this unit is played.
Slay
17 cardsTriggers after dealing a killing blow.
Extinguish
14 cardsTriggers when this unit dies.
Incant
10 cardsTriggers when you play a spell on this floor.
Revenge
9 cardsTriggers when this unit is hit.
Strike
9 cardsTriggers when this unit attacks.
Resolve
8 cardsTriggers after combat.
Eaten
6 cardsTriggers when this unit is eaten by the front unit.
Gorge
6 cardsTriggers when this unit eats another unit.
Harvest
5 cardsTriggers when any unit dies on this floor.
Rally
5 cardsTriggers when a friendly unit is summoned on this floor.
Enchant
4 cardsAn aura: other units on this floor gain the listed bonus.
Etch
4 cardsTriggers when a card is Consumed on this floor.
Shift
4 cardsTriggers whenever this unit moves.
Inspire
3 cardsTriggers when you gain the clan's resource on this floor.
Rejuvenate
3 cardsTriggers when this unit is healed, even at full health.
Equipped
2 cardsTriggers when Equipment is attached to this unit.
Mooncycle
2 cardsTriggers when the moon changes phase.
Moonshade
2 cardsActive while the moon is in its Moonshade phase.
Reanimated
2 cardsTriggers when this unit is revived by Reanimate.
Unplayable
2 cardsThis card cannot be played.
Armored
1 cardsTriggers when Armor is added to this unit.
Artificer
1 cardsTriggers when Equipment is attached to any ally of this unit.
Celebrate
1 cardsTriggers after defeating a boss.
Hunger
1 cardsTriggers when a unit with Eaten is summoned.
Moonlit
1 cardsActive while the moon is in its Moonlit phase.