recursal/Fanatic-Fandom huggingface dataset:
Clipped Guardian

###

0
5
75

1
5
95

7
6
95

23
6
105

**Resolve:** Gain +1.

###

0
8
150

1
8
170

7
9
170

23
9
180

**Clipped Guardian** is an Enemy and a Clipped in Monster Train.

They appear in the following combats:

* Clipped Infiltration
* Protectors of the Clipped
* Clipped Tormenters
* The Sycophants of Seraph
* The Harpy's Guard
* Fel, the Wings of Light: Eternal Crest
* Fel, the Wings of Light: Scouring Crest
* Fel, the Wings of Light: Wrath Crest
* Archus, Darkness Incarnate: Sin of Darkness
* Archus, Darkness Incarnate: Sin of Shadow
* Archus, Darkness Incarnate: Sin of Failure
* (DLC) The Last Divinity: Divine Intervention

## Lore

*When Heaven was first formed, anyone stripped of their wings were referred to as "Clipped." While these Clipped may fight for the same cause as Seraph and the Winged, resentment has been ingrained in them since the dawn of time. While we share a similar sentiment towards the Traitor, they've still chosen to take up arms against us.*
Helical Crystalis

2

Deal 25 damage to the front enemy unit, twice.

**Helical Crystalis** is a Stygian Guard  Card in Monster Train.

## Lore

*Physical combat has never been a strong suit of the Sygian Guard. Thankfully, their control of the energy coming from the Unnamed has made them deadly protectors of the inner Rings of Hell.*
Draff

1

**Burnout 1.** **Multistrike 1.**

**Draff** is a Melting Remnant  Card in Monster Train.

## Lore

*When wax has been melted and reapplied over and over again, it can turn into fragile resin. This makes the edges of a Waxer sharper and more dangerous, but much more brittle.*

## Strategy

**Draff** is a versatile attacker, able to deal high damage for a low cost, both in terms of  and . It is a good candidate for being Reformed for the same reason, able to be slotted in wherever needed for even higher damage and no .

Cards like Molded, Primitive Mold, Rector Flicker's Dark Calling line, or especially Hallowed Halls (DLC only) can help you reform **Draff** early and often, and Little Fade's Fire Light pairs excellently with its efficient Multistrike to capacity ratio. Hallowed Halls in particular makes excellent use of **Draff**'s 1 and can put up to 6 **Draff** on the same floor under the right circumstances with no capacity investment.

**Draff** does have one significant drawback that can make it hard to invest heavily into and rely on until your deck can draw through itself quickly - it is not a Banner Unit and therefore does not have the guarantees of being drawn early that they do. So if your deck needs it, you may fail to draw it in a key fight.

### Pacts & Unit Essence (The Last Divinity (DLC) only)

**Draff** is one of the few characters that offers Multistrike in its infusion, with an additional effect that is arguably another bonus in the context of the Melting Remnant. As such, it should be considered whenever offered in The Last Divinity (DLC) for this reason alone. You can infuse it into a Banner Unit to negate its problem of sometimes not being drawn in a timely fashion.

That being said, infusing other characters into **Draff** can be a worthy choice too, since it will make good use of any stats it gains (and scaling abilities that affect  and  directly survive Reform), and can easily be duplicated and teamed up with itself once infused thanks to its small . Once its been duplicated and your deck is small enough, its lack of Banner Unit status becomes less important.
Blazing Bolts

3

* Initial
* Played once
* Played twice

**Purge.**
Deal 30 damage to the front enemy unit. Add a stronger version of this card to your discard.

**Purge.**
Deal 30 damage to a random unit, two times. Add a stronger version of this card to your discard.

Deal 30 damage to a random unit, four times.

**Blazing Bolts** is an Umbra  Card in Monster Train.

 2nd
 3rd

(*Note: The cards added to your discard are added to your main deck. The upgraded versions keep any upgrades you've applied to the base card. If you get the artifact Hope for Peace before updating Blazing Bolts to its final version, its Purge effect will be replaced with Consume and it will keep adding cards to your deck)*

## Lore

*Constructed bolts I gifted to the Umbra to dig deeper into the stone. When Morsels cannot break through it, these white-hot steel bolts should get the job done.*
Horned Warrior

1

**Multistrike 1.**

**Horned Warrior** is a Banner Unit of the Hellhorned

## Lore

*Though slightly unwieldy due to the recent loss of their tails, these maturing demons have grown into their horns, making them valuable soldiers of the Hellhorned and of our Rail.*

## Strategy

**Horned Warrior**, with Multistrike taken into account, has one of the highest base initial damage values (30) among all non-Champion monsters of any clan; all units that hit harder initially without upgrades have difficult play or usage requirements.

As such, **Horned Warrior** is a simple, but effective unit. Early in the game, it pulls a lot of weight on its own with its powerful attacks while being no more difficult to play than a Train Steward. However, like most units, it isn't capable of taking on later ring combats by itself, even with upgrades. With Multistrike 1, it's also fairly good at taking advantage of  buffs from Rage or other sources.

**Horned Warrior** is a great target for Floor Overstacking.

## History

*See: Version History*

 2.0.0
Decayed Decoy

Grant +1 stack of **Reap** each time it is applied.

**Decayed Decoy** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*I like to think that, over time, I’ve become more empathetic to decisions made that I may not make myself. The Spine Chief’s decision to keep the Wurmkin hidden for all these years is one of those decisions — one I would not make, but I understand. Empathy, however, does not require respect.*
Imp-pressive

1

**Attuned.** **Sacrifice Imp.**
Deal 50 damage to the front enemy unit.

**Imp-pressive** is a Hellhorned  Card in Monster Train.

## Lore

*“Some Imps eat Pyre. While Pyre tasty, Pyre not endless. Hungry imps then eaten by Pyre. And life continues.” -excerpt from Hell’s Horns by Grrrg Onehorn on Pyre-eating etiquette.*

## History

*See: Version History*

 1.2.5
Eel Gorgon

2

**Incant:** Gain **Multistrike 1**.
**Resolve:** Remove all status effects.

**Eel Gorgon** is a Banner Unit of the Stygian Guard .

## Lore

*The Titan's name has been lost to time, the Titan now trapped and harmless. But the name's power has lingered within the Sea and seeped into the life of all those within it. Creatures that once listened only to the needs of their survival have now become intelligent guardians of the Ring. The Power of the Name has not faded, only found new owners. It is a cycle unlike I've seen elsewhere.*

## Strategy

Use stat buffs such as Rootseeds, Razorsharp Edge, and Steel Enhancer, as these will stick and not get cleared.

Keep in mind that, on the turn **Eel Gorgon** fights **Relentless**, its **Multistrikes** will last until the end of combat on its floor. Thus it may be effective to save for example **Frozen** spells to play on that turn.

Emberdrain spells are very potent on **Eel Gorgon.** Immortal Trade and Perils of Production give bonuses that scale well with multistrike and the Emberdrain status will be removed at end of turn (along with the beneficial statuses).

### Suggested Upgrades

Any pure stat increases are very good. As such Largestone can be good when the increased capacity does not lead to any problems.

### Pacts & Unit Essence

**Eel Gorgon** essence itself gives Multistrike for a rather small negative effect of higher cost of a unit.

The essence of Alpha Fiend onto **Eel Gorgon** is of particular interest as the scaling can extremely quickly get out of control. Besides that any pure Damage and Stat scaling is very good as such units like Siren of the Sea can provide a very good essence onto **Eel Gorgon**. As pure stats are just very good on the unit, Demon Fiend or Shadowsiege can also be very good when enough capacity is available.

### Additional Information

**Eel Gorgon** cannot be upgraded with upgrades that give it Status Effects, since those would just be cleared between turns anyway. This is also the case for quick granted by Wyldenten, the effect gets cleared and not reapplied.
Clipped Tormenters

*"They might be low-level recruits of the Clipped, but they'll overload you with penance if you don't take them out quickly."*
— Combat Description

**Clipped Tormenters** is a combat that can appear in Ring 4. This combat features Absolvers, who will add Scourges to your deck upon Resolve.

Like all non-boss combats, a Collector will appear on a random floor on wave 2.

 6

The Ring 4 Boss can be either Pyrelight Master, The Purcupine, or the Thoughtbinder, regardless of the combat.
Expert Challenges

**Expert Challenges** are a special game setting for standard runs in Monster Train, in which a specific set of Mutators is selected for the players to win with. Clans can be chosen by the player, but Covenant Rank is locked to Rank 25. Expert challenges can be used to complete logbook entries, such as card masteries and clan combination victories, but will not affect any Win streaks

## Unlocking Expert Challenges

Expert Challenges are unlocked the first time the player wins a standard run on Covenant Rank 25.

## Expert Challenges

### The Last Divinity

*requires The Last Divinity (DLC)*

Expert Challenges

## Unlocks

Playing Expert Challenges counts towards single player progress, such as unlocking cards or clans. Winning 15 Expert Challenges also unlocks a Card Frame and winning 25 Expert Challenges with a divine victory unlocks another Card Frame in The Last Divinity (DLC).

## History

*See: Version History*
15 Expert Challenges were added in Wild Mutations and further updates added more.

 1.2.5
 2.0.0
Levi Larsen

Levi Larsen is the owner of bio-medical company Apexys & part of the criminal underworld of Rocket City

## Marriage

Dina also married the incredibly wealthy man, Levi Larsen, siphoning his money not only into her bank, but towards her still-struggling family back in the trailer park. The owner a bio-medical company called Apexys - Levi was actually a part of Crimelord Deacon's criminal empire.

Levi recognised the potential for Dina's powers, and arranged a surgeon who wanted to experiment on her unique physiology. Dina allowed it for further cash - and he eventually grafted an experimental metal alloy onto her skin to enhance her durability and strength. Levi had done this as an attempt to give him an upper hand against Deacon; who he was tired of working for. This was much further than Dina expected and broke off her connections with her husband, divorcing him and moving away with Veil.

## Virtue Society

Following the civil war caused by Deacon's death; Levi attempted to become more legitimate and started to publicly back the Virtue Society (also as a way to punish his ex-wife)
Bog Slime

When a spell with **Consume** is played, gain 1.

**Bog Slime** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*The bogs and decay on the Ring’s topside acts as a sort of camouflage for those within and a deterrent from anyone wanting to investigate further. I’ve seen bodies decomposed in minutes on more than one occasion. So, I wouldn’t say I was excited to return to the bogs for any reason.*
A Forgotten Name

When you play your third spell of the turn, all cards gain +1 **Magic Power** for the rest of this battle.

### Type

Stygian Guard

**A Forgotten Name** is an Artifact of the Stygian Guard  in Monster Train.

## Lore

*When we imprisoned the Titan for the safety of Hell, the Stygian Guard stripped it of its name. When the Titan is released again, its name will return with it.*
Infused Mallet

25% chance to deal 5 damage when an enemy unit enters your train.

**Infused Mallet** is a Clanless  Artifact in Monster Train.

## Lore

*The first to hammer the Rail of the Covenant. It served me well, but the time it spent with the Pyre filled it with an energy that is too powerful to contain.*

## Strategy

**Infused Mallet** has a 25% chance of dealing damage to incoming enemies, which frequently kills Support-class enemies before they get to do anything, even on later Rings.

**Infused Mallet** makes Mark of Invasion more manageable, and partially solves the question of how to deal with Support-class enemies, letting you focus on other matters, though its chance-based nature means it should not be relied too heavily upon. That said, it usually make the first few Rings quite a bit easier, so a run that starts out weak may find this a good pickup, and unlike similar Artifacts like Jackstrips, it retains value later in the game, as 5 damage is an important threshold for killing Support-class enemies.

However, **Infused Mallet'**s value takes a hit in The Last Divinity (DLC), as the 5 damage threshold becomes a lot less important if you have taken a lot of Pact Shards - Pact Shard-enhanced Support-class enemies stop being susceptible to being killed by this Artifact by Ring 4. As such, it only remains useful in the early Rings, before you have taken a lot of Pact Shards, or in runs that stay relatively low on Pact Shards throughout the run.
Ember Cache

1

**Consume.**
Add 3 **Excavated Ember** cards to your discard pile.

**Ember Cache** is an Umbra  Card in Monster Train.

## Lore

*I created fortified steel boxes to house the dormant Ember mined in the Crucible, increasing its effectiveness through pressure and time.*

## Strategy

As it gives a lot of draw and free spells, it is very good in combination with Incant units.

## History

*See: Version History*

 1.4.0
 2.0.0
Hallowed Halls

2

Kill friendly units.
**Reform** random units to this floor until it exceeds its.

**Hallowed Halls** is a Melting Remnant  Card in Monster Train.

## Lore

*Wurmkin stoneform speaks of passageways deep below those controlled by the Wickless, further even than the caverns of the Reformed. These halls of stone sleep in the dark, their floors covered in the wicks of lost Waxers. Should Wax ever fall from the Ring above, and flame come to the wicks that lay there, a soul is said to live again for a brief moment of time. In my darkest nightmares, I rest in these wicked halls forever flickering between life and death.*
Broken Wheel

When a non-Champion unit dies, it is **Purged**.

**Broken Wheel** is an Artifact in Monster Train that can be found in the Concealed Caverns, specifically the Malicka Mutator event. After two combats, it can be replaced with the Immortality Potion.

## Lore

*What’s the point of this struggle between Heaven and Hell if we’re caught up in this endless cycle anyway? Cycles were meant to be broken, just like rules! Even if I were the one to invent those rules...*

## Strategy

Although intended to make your run more difficult, the artifact can be helpful by quickly purging obsolete units for free. Examples are starter units like Train Stewards, Dregs or Queen's Implings.

The artifact should only be taken after good consideration. If your deck relies on unit deaths, this relic will lead to a loss. Examples are Hatch units or reform decks. (Endless units are not affected by this Artifact, as they are not purged on death.)
Animus of Will

1

**Multistrike 2.**

**Animus of Will** is a Banner Unit of the Awoken .

## Lore

*These Animus have grown to see beyond their ring. Preternaturally aware of the actions of their enemies, they can predict their movements and strike accordingly. I've heard that they are rarely created by Channelers since their gift of sight can expose them to the reality of their imprisonment.*

## Strategy

### Suggested Unit Essences (The Last Divinity (DLC) only)

Since Animus of Will will most likely be one of your major damage dealers, any Unit Essence with a good **Slay** trigger would be useful, such as Branded Warrior, Shattered Shell, or Paraffin Thug.
Also, since Animus of Will attacks three times by default, **Strike** triggers are also great, such as Alpha Fiend.
Taking advantage of her Multistrike is also great with Unit Essences that grant Attack damage, such as Nameless Siren, Siren of the Sea, Big Sludge, Bog Fly, Steelsinger, Overgorger, Formless Child, Shardsoul Carver, Keeper of Echoes, First of Kin and Bounty Stalker (some of which will require supporting cards and/or Artifacts). Shadowsiege in particular turns the Animus of Will into a devastating unit with 63×3 and 53 provided you can handle the 4.

Animus of Will has a valuable essence for creatures when you have the means to massively scale their , giving them Multistrike with a downside of -15 than can be insignificant once that creature has gotten going. Apex Imp, Overgorger, Shadowsiege, and Big Sludge are all examples of Units that often benefit well from this.
Glacial Seal

2

**Incant:** Apply **Frostbite 2** to enemy units.

**Glacial Seal** is a Stygian Guard  Card in Monster Train.

## Lore

*Enchanted granite pegs were used in the sealing of the Titan’s tomb. When the Sea froze, ice formed around each bolt, prying it loose to drift through the open water.*

## History

*See: Version History*

 1.1.2
Accelerated Incubation

0

**Consume**.
Remove 3 **Shell** from Eggs.

**Accelerated Incubation** is a Wurmkin  Card in Monster Train.

## Lore

*Stoneform dictates strict control of Wurmkin population. I’ve seen thousands of eggs hibernating throughout the tunnels, but never realized that the Wurmkin directly control the time of their hatching. The Rail was my solution to this immortal overpopulation, so it’s exciting to see another.*
Echo Infusion

0

**Extract 1.**
Apply +10.

**Echo Infusion** is a Wurmkin  Card in Monster Train.

## Lore

*I’ve only just arrived and, yet, I feel as though I’ve spent a lifetime here. When I sleep, I dream of Titans I’ve never met and Divinities creating worlds on a whim. I did not know of Exiles until they revealed themselves to me, yet now I see the very crystals that made up their Shardsouls. Am I losing my mind, or worse… am I finding it again?*
Hosting Kin

0

**Consume.**
Deal 13 damage to a unit and move it to the back.

**Hosting Kin** is a Wurmkin  Card in Monster Train.

## Lore

*There is no mistaking the lineage connecting the Wurmkin to the Bogwurm Titan, but the hard-shelled Kinhosts do strike me as odd residents of this place. Some discarded stoneform mentions that they were the original inhabitants of this Ring, once a verdant place, but were enslaved by the Wurmkin as Echo vessels. Stoneform claims this was a blessing to the previously languishing Kinhost, an elevation of their lowly status. However, these discarded records and dismissive rationales make me think them to be downplayed atrocities.*

## History

*See: Version History*

In the limited Beta release of 2.0, Hosting Kin did not have consume, but had Extract 1.
Darkwings

**Harvest:** Gain **Armor 15.**

###

0
10
110

1
10
130

7
11
130

23
11
140

**Harvest:** Apply **Armor 15** to their units.

###

0
15
210

1
15
230

7
16
230

23
16
240

**Darkwings** is an Enemy and a Winged in Monster Train.

They appear in the following combats:

* The Winged Horde
* Seraph the Temperant
* Seraph the Chaste
* (DLC) The Last Divinity: Divine Intervention

## Lore

*These Winged are known for their silence and their ruthlessness, taking the armor of their opponents and strapping it onto their own with dark solemnity. I first believed their silence to come from reverence for their work, but have since become convinced they've just become numb to the violence.*
Antumbra Morsel

0

**Eaten:** Eater gains +6.

**Antumbra Morsel** is a generated Umbra  Card in Monster Train. It can't be obtained by any means outside of combat, but is instead the byproduct of certain Umbral cards.

This morsel is a common tier morsel making it one of the weaker set of morsels. This morsel is most effectively used on allies with low base health or ones that scale attack on their own (like Overgorger or Awoken Hollow).

## Lore

*These precursors of the souls of Hell, called Antumbra, are fragments of the Umbra Shroud. Their friendly personalities make them my constant companions anytime I travel to the Crucible.*

## History

*See: Version History*

 1.1.2
 1.2.5
 2.0.0
Conduit Masters

*"**Winged Conduits** have mastered the use of their armor and grant their allies the ability to strike multiple times. Remove the Conduits and this power will be removed too."*
— Combat Description

**Conduit Masters** is a combat that can appear in Ring 7. In this combat, Winged Conduits empower their allies by granting Multistrike.

Like all non-boss combats, a Collector will appear on a random floor on wave 2.

 6

The Ring 7 Boss can be either Nephil, the Wingless General or the Living Armor, regardless of the combat.

## Trivia

* Strangely, this combat is one wave shorter than all other Ring 7 combats.
Clipped Reflector

**Incant:** Gain **Armor 10.**

###

0
4
60

1
4
80

7
5
80

23
5
90

**Summon:** Apply **Spell Shield 1** to their units.
**Incant:** Gain **Armor 10.**

###

0
6
120

1
6
140

7
7
140

23
7
150

**Clipped Reflector** is an Enemy and a Clipped in Monster Train.

They appear in the following combats:

* Protectors of the Clipped
* Fel, the Wings of Light: Eternal Crest
* Fel, the Wings of Light: Wrath Crest
* Archus, Darkness Incarnate: Sin of Darkness
* Archus, Darkness Incarnate: Sin of Failure
* (DLC) The Last Divinity: Divine Intervention

## Lore

*This Clipped's highly reflective armor and glass barrier provide a unique defense of concentrated, physical light. We tried to employ a similar technique in Hell, but couldn't find a substitute for the rare glass they used.*
Apprentice of Light

**Slay:** Gain **Damage Shield.**

###

0
3
20

1
3
35

23
3
40

**Damage Shield 1.**
**Slay:** Gain **Damage Shield.**

###

0
6
50

1
6
65

23
6
70

**Apprentice of Light** is an Enemy and a Disciple in Monster Train.

They spawn in the following combats:

* Guardians of Light
* (DLC) The Last Divinity: Divine Intervention

## Lore

*Few humans have been trusted with shards of Seraph's light. Those that have harness its energy to grow stronger with each passing moment. Sensing the impending conflict, I refused to create armor for Heaven. What they've ended up creating is crude, but still effective.*
Fel, the Wings of Light: Eternal Crest

*For the major boss, see: Fel*

*"This Clipped warrior has become Winged once more, creating statues in her former image to block your assault."*
— Combat Description

**Fel, the Wings of Light: Eternal Crest** is a combat that can appear in Ring 6.

As is typical with all Fel combats, 3 Alabaster Guardians are spawned, one on each floor. In this combat specifically, the Alabaster Guardians enter with Spell Shield 5. Every turn before Relentless, Fel gives all enemy units on a floor Armor 10.

The enemy waves in this combat feature Clipped Reflectors and Overcharged Tanks.

## Trivia

* This combat shares the same wave pattern with Archus, Darkness Incarnate: Sin of Darkness.
* This combat shares the same combat description with Fel, the Wings of Light: Wrath Crest.
Broken Memories

0

**Consume.**
Return a consumed spell to the top of your draw pile.

**Broken Memories** is a Wurmkin  Card in Monster Train.

## Lore

*Divines be Damned! Take it back, all of it! I don’t want this memory, this power, this grief. I gave it up once and I’ll do it again if it means I can live in peace. Have the years of endless labor not been enough to atone? Will it ever be enough!*
Founding Seal

**Incant** abilities trigger an additional time.

**Founding Seal** is an Artifact of the Stygian Guard  in Monster Train.

## Lore

*Tethys and I created this Seal to commemorate the founding of the Stygian Guard and the protection they are sworn to give to their Unnamed Titan.*

## Strategy

This artifact is clearly very strong as long as any of your Units have Incant triggers, and heavily encourages you to lean into them.

Siren of the Sea becomes twice as strong, Solgard the Martyr's abilities are doubled, Lodestone Totem's Sap application is doubled, Runestone doubles in effectiveness. This artifact is worth looking for in any build that uses these with regularity, and can carry you to victory.
Ashes of the Fallen

**Summon** abilities trigger an additional time.

**Ashes of the Fallen** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*According to the Hellhorned, the dead are never really gone. Their remains are cremated and used as warpaint to imbue warriors with great strength and to remind them of their eventual return to the ground.*

## Strategy

**Ashes of the Fallen** makes Summon abilities trigger an additional time, which on a standard run means that such effects are doubled in potency.

**Ashes of the Fallen'**s strength obviously depends on the amount of Summon abilities your deck has, but it doesn't take very many of them for this to be a good Artifact for your deck, and if you lean into such effects, **Ashes of the Fallen** can easily win the entire run for you. If you see this and use Summon abilities in any significant way, you will almost always want this Artifact. It is worth speculatively taking at the beginning of a run even if your deck lacks Summon abilities unless your deck has more pressing needs.

**Ashes of the Fallen** mostly affects Imps, so Imp-cicle, Queen's Tail, and other things that benefit Imps will naturally synergize with **Ashes of the Fallen** as you will want Imps to play a prominent role in your run with this.

It is worth noting that there are a few other Summon abilities and essences aside from imps in other clans (The Last Divinity (DLC) only) - list here - that are worth keeping an eye out for with this Artifact, as they have ways to become quite strong with this Artifact.

## History

*See: Version History*

 1.0.7
Adaptive Mutation

2

**Consume.**
Restore a friendly unit to full health and then swap  and .

**Adaptive Mutation** is an Awoken  Card in Monster Train.

## Lore

*After the soul within has succumbed to the will of the Wildwood, a Hollow is free to evolve into something more suitable for its eventual purpose, growing new vines or sloughing them off as necessary.*

## Strategy

It works very well with Rage as The Damage including Rage is used as the basis for the card effect.

## History

*See: Version History*

 1.1.2
Horn Break

1

**Piercing.**
Deal 5 damage, twice.

**Horn Break** is a Hellhorned  Card in Monster Train.

## Lore

*A defeated opponent's horns are broken as a ritualistic act of dominance. The horns are then collected by the victor as a trophy.*

## Strategy

**Horn Break** is a consistent way to remove a backline enemy of your choosing for the whole game, even without an upgrade, and even when the Armor Emblem is active, with the additional benefit of being able to kill some armor-based heavy enemies such as Disciple Protector, Clipped Defender, and Steelwings, though killing the latter two will require an upgrade. It's a solid card that often finds a way to be useful. The difficulty with drafting **Horn Break** is that Torch performs a fairly similar function, albeit not as well. As such, if you want to keep your deck small, upgrading Torch is an alternative to drafting it. This is not as much of an issue with the Exile starter deck, where **Horn Break** has much less competition.

In The Last Divinity (DLC), with Pact Shards, killing armor-based heavy units becomes a lot less feasible, as their  generally becomes too high to be killed by this card (though an Extremestone can help with this in some cases). However, **Horn Break** remains useful as a way to pick off backline units, even Shard-enhanced ones, as long as it is upgraded — and unlike its rivals, it does not need a Truestone to hit many crucial Shard-enhanced targets with Damage Shield or Spell Shield, such as Winged Conduits or Conduit Redirector, or backliners protected by Clipped Reflector.

## History

*See: Version History*

 2.0.0
Engine Upgrade

1

**Consume.**
-1 on this floor. +1 per turn for the rest of battle.

**Engine Upgrade** is an Umbra  Card in Monster Train.

## Lore

*A substantial upgrade to the furnaces in the Boneshaker will eventually be necessary to ensure more efficient energy output. These upgrades will require considerable room to function, though.*
Faulty Loader

Apply **Dazed 3** and **Melee Weakness 1** to enemy units on the bottom floor in the first wave of combat.

### Type

Clanless

**Faulty Loader** is a Clanless  Artifact in Monster Train.

## Lore

*The armies of Heaven were able to board our train today... while it was moving! I’d be astonished at the concept if I weren’t preoccupied with the implications of this feat. Our end may be nearing faster than I’d hoped.*

## Strategy

**Faulty Loader** applies Dazed 3 and Melee Weakness 1 to the first wave of enemies, making them unable to harm your units throughout their ascent of your train, though they will be able to attack your Pyre if they survive.

**Faulty Loader** gives you a full additional turn of setup without enemies applying offensive pressure on you, and the Melee Weakness alleviates early pressure on the Pyre as well. This is very strong, regardless of what floor you set up on. This is useful in a very wide variety of runs, and this Artifact should be strongly considered whenever offered.
Carving Corusca

When a card with **Extract** is played, gain 1 and 1.

**Carving Corusca** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*Wurmkin learning to master stoneform carving are often given a set of claw covers to practice. This allows them to practice stoneform etchings without a worry of damaging their own claws. Given how sturdy I've seen Wurmkin claws to be, I'd guess this "protection" is little more than vanity.*
Tease

Tease is a regular villain of Mr Midnight

## Origin

Nate Ignacio Ma moved to Rocket City along with his parents as a young child. Finding the experience as an immigrant to be incredibly difficult, Nate found comfort in intellectual pursuits and particularly in puzzles.

Eventually Nate became an analyst for the Rocket City Police Cybercrimes division. Nate had grown weary of his 'plain' life and decided to use his position to excite himself. This process made him highly corrupt, using his position and technical skills to create a secret spy network, accumulating a treasure trove of extortion data on Rocket City's most prominent citizens. Nate had uploaded his extortion data into an encrypted, tamper resistant server, with the intent of releasing it onto the Internet - causing immense fallout across all levels of the city. However, Mr. Midnight was able to destroy his network relays and capture his data handlers. He escaped capture, abandoned his 'white collar life' and went underground, assuming the identity of Tease.
Forgone Power

0

Apply **Frostbite 6** to the front enemy unit.
Discard a card at random

**Forgone Power** is a Stygian Guard  Card in the Exile  Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

## Lore

*The Martyr speaks of the power a name has over the soul, that the Titan released its name for the good of Heaven, Hell, and Humans. Perhaps the same practice observed by the Stygian Guard is an evolution of this and grants them some minimal power as well.*

## Strategy

**Forgone Power** is decent at whittling down frontline enemies and bosses early in the game. Later in the game, it loses potency, but still has decent synergy with Offering and Incant effects, especially with good card draw. It can remain a moderately useful card in the right deck. As such, especially on high Covenant Ranks, it can often be better to build a deck utilizing **Forgone Power**'s strengths rather than spending resources purging it.

### Suggested Upgrades

**Forgone Power** has no suggested upgrades, as none of the common upgrades can be applied to it, and the rare upgrades all have better targets.
Channelsong

1

**Consume.**
Draw a unit and apply +20, +20, and 0.

**Channelsong** is an Awoken  Card in Monster Train.

## Lore

*The Channelers of the Wildwood prefer to keep their involvement in its growth to a minimum. However, their intervention is sometimes required to achieve more "aggressive" expansion.*

## Strategy

It is always important to keep in mind draw order for priority units, when using Channelsong. When using Channelsong after all units are in the discard pile, the draw order is not random.
Enflame

2

Apply **Rage 4** and **Armor 5.**

**Enflame** is a Hellhorned  Card in Monster Train.

## Lore

*Deep within the Scorched Planes, Hellhorned Demons can sometimes be seen performing a "magma-walk" - a bizzare coming-of-age ritual involving full submersion into lava and a focused trek across the Plain. It's unbelievable that any Demons survive the ritual, but those that do are stronger for it.*

## Strategy

Enflame is a supporting card for Armor and Rage decks that rarely does define a deck, but often is a useful tool to enhance the Rage and/or Armor generation of a deck.
Bounty Stalker

1

**Stealth 1.**
**Extinguish:** +8 permanently.

**Bounty Stalker** is a Banner Unit of the Melting Remnant .

## Lore

*Contracted assassins often employed by the Wickless to accomplish what even they cannot. Their incredible prowess in hunting Waxers has made them feared across the entire Ring, from Reformed to Wickless alike. I can't say I much like them myself.*

## Strategy

If Intent on Death is not available, it is important for Bounty Stalker to die as often as possible for scaling, as such the earlier you draft Bounty Stalker the more potent he can potentially become. Wickstone and Immortalstone is the fastest way to scale Bounty Stalker, but it is also a two edged sword as with only one Burnout it will not be able to do a lot of damage during relentless combat. Waxer Snuffer is an extremely-potent artifact with Bounty Stalker as it effectively doubles its Attack gain.

## Pacts and Unit Essences

Draff is a particularly potent essence to infuse into Bounty Stalker, as this both gives it Multistrike which it really wants for better waveclear, and gives it Burnout letting it die and proc its Extinguish immediately without having to wait for it to get killed.

## History

*See: Version History*

 1.1.2
 2.0.0
Feast

0

Trigger feeding on units with **Eaten** abilities.

**Feast** is an Umbra  Card in Monster Train.

## Lore

*Gorgers patrol the mines to collect errant Morsels, consuming them to return them back to the Shroud. They take great pleasure in their purpose, often consuming more Morsels than necessary.*

## Strategy

Feast works very well to gorge units even when enemy units have sweep and it works particularly well with Shadoweater.

## History

*See: Version History*

 1.2.5
Cards

**Cards** are the main game mechanic for the player to interact with the game during Battles. They can be collected and upgraded in the course of a run to defeat Enemies.

They come in four Rarities: Champion, Common, Uncommon, and Rare.

## List of Cards

*For a dedicated List of all units, see Units, and of all spells, see Spells*

There are 282 cards (not including Champion upgrades).

(Note: Shift+Click to sort by multiple columns)

## History

*See: Version History*

 1.2.5
 2.0.0
**Total Cards: 282.**
Branding Rite

2

**Piercing.**
Deal 5 damage. Apply **Armor 20.**

**Branding Rite** is a Hellhorned  Card in Monster Train.

## Lore

*The focused application of heat on a Hellhorned hide will force it to calcify and provide a natural defense. Though I can tell you that the smell is truly...unique.*

## Strategy

**Branding Rite** is a flexible utility spell that can be used either to fortify your units or kill back line enemies, depending on what the situation calls for - a unit with 0 doesn't benefit from **Armor**, but a unit with 1 very much does!

Its 5 damage lets it kill most relevant back line units, and its **Pierce** means that this will work even when Armor Emblem is in play. It can even kill Disciple Protector, though scaling up its damage to hit later-ring armored enemies requires upgrading its Magic Power, which isn't a strictly positive thing since it makes its defensive utility weaker.

It can also provide a net +15 to one of your own unit's longevity, provided they are able to survive the 5 damage. A particularly good target for this spell is Hornbreaker Prince's Wrathful line, which gains **Rage** from this card as well. Unfortunately, some frailer would-be targets, like Branded Warrior and Horned Warrior cannot take advantage of this card unless they are upgraded, so try to give them a Battlestone if this card is in your deck and there are situations where you may want to use it on them, such as against Sower of Sorrow.
Devourer of Death

1

**Harvest:** Gain **Soul 1.**
**Extinguish:** Deal damage to the enemy units equal to 15x the **Soul** count.

**Devourer of Death** is a Melting Remnant  Card in Monster Train.

## Lore

*The unfortunate souls who are unable to melt must instead feed off the deaths of those around them. They accumulate more energy as others souls are freed from their waxen forms, but they are doomed to never be able to free their own.*

## Strategy

Devourer of Death pairs well with Legion of Wax, as placing the Legion in front of the Devourer will cause at least 7 deaths, for an explosion of 105 damage, or more if the Legion kills anything before all units die. Units with Endless can also be useful for feeding it, as can abilities to Reform units.

Note that, as a stacking status effect, Soul does not carry over through Reform. As such, it is of little use after the initial death unless you have some way to stack additional Burnout, such as Wicklash or Purifying Cleanse.

## History

*See: Version History*

 1.1.2
Gilded Wing

###

0
8
130

1
8
160

7
10
160

23
10
190

**Rage 3.**

###

0
8
230

1
8
260

7
10
260

23
10
290

**Gilded Wing** is an Enemy and a Winged in Monster Train.

They appear in all combats starting from Ring 7, namely:

* The Pyrewings
* The Winged Horde
* The Penitent
* Conduit Masters
* The Shadewings
* Seraph the Temperant
* Seraph the Chaste
* Seraph the Diligent
* Seraph the Patient
* (DLC) The Last Divinity: Divine Intervention

## Lore

*These Winged were the personal guard of Seraph and part of the initial raiding party into Hell. They have been ruthless in their assault of our lands and their exposure to the Pyre has warped them into something less than Heavenly.*
Hidden Assault

*"Sneaky Clipped have infiltrated your train. Use spells and higher floors to take them out."*
— Combat Description

**Hidden Assault** is a combat that can appear in Ring 5. This combat exclusively features Silent Marksmen, whose Stealth prevents them from being attacked on the bottom floor. There are also 2 Overcharged Tanks as well, gaining Armor on Harvest.

Like all non-boss combats, a Collector will appear on a random floor on wave 2.

 6

The Ring 5 Boss can be either the Sower of Sorrow, The Self-Made Harpy, or The Crystalcloak, regardless of the combat.
Daedalus, the Professor: Plating Seal

*For the major boss, see: Daedalus*

*"Heavily armored creations protect this ex-professor in his quest to safeguard Seraph and the Winged."*
— Combat Description

**Daedalus, the Professor: Plating Seal** is a combat that can appear in Ring 3.

As with all Daedalus combats, Daedalus places a Constructed Explosive on the train every turn, dealing 10 damage to your frontmost unit on the floor if not defused. For this combat in particular, Explosives enter with Damage Shield 1, therefore requiring 2 hits to defuse.

This combat also features Overcharged Apprentices.

## Trivia

* This combat shares the same wave pattern with Talos, the Architect: Protective Sin.
Eternal Kinstone

1

Add 1 that cannot be removed.

**Eternal Kinstone** is a Wurmkin  Card in Monster Train.

## Lore

*Once the Wurmkin have completed their kinstone, they commit that knowledge to a cairn. “Truth, Forever” as they put it. Do you think they account for the truths that rip you open inside? No, they put a stone in a crypt for all to see and to know. For all eternity, damn the consequences. Some things are best left forgotten.*

## Strategy

### Additional Information

The number of unremovable Echoes a floor has, such as those from Eternal Kinstone, cannot exceed its Echo capacity.
Ambient Charge

0

**Extract 3**.
Draw 3. Apply **Consume** to drawn spells.

**Ambient Charge** is a Wurmkin  Card in Monster Train.

## Lore

*There is a large gap in the Wurmkin’s record of their history, an odd occurence for beings so intent on the preservation of knowledge. I’ve pieced together that during the Wurmkin’s rise to power, many Echoes were left unaccounted for, sealed away by the Kinhost in forgotten tunnels. Many that have been found have gone dark, their knowledge lost forever, but occasionally some are found that have fed off the passing souls above. It seems even this latent charge has been enough to preserve them.*

## Strategy

As Ambient Charge consumes a lot of cards in the deck, it is a card that can prepare an Infinite.
Excavated Ember

0

**Consume.**
Gain 2. Draw 1.

**Excavated Ember** is a Clanless  Card in Monster Train.

## Lore

*Even the pressures of time can reverse the effects of calcified Ember. It only takes a worthy soul to carry the load, but one much worthier than myself.*

## Strategy

The card can provide one of the easiest ways to get an Infinite.
Deranged Brute

1

**Rage** on friendly units adds an additional +3 per stack.

**Deranged Brute** is a Banner Unit of the Hellhorned .

## Lore

*For a race that is bred on violence, even the Hellhorned have limits to the amount of aggression that is acceptable. But desperate times have forced the Hellhorned to agree to release their most dangerous prisoners.*

## History

*See: Version History*

 1.1.2
Advanced Prototype

**Steward** units cards get +5, +5, **Damage Shield 2** and **Multistrike 1**.

**Advanced Prototype** is a Clanless  Artifact in Monster Train.

## Lore

*Just before the Freeze, I was working on an upgraded version of the Train Stewards. The invasion of the Winged interrupted my research and prevented me from rolling out the upgrade to each Steward on the Boneshaker, but I’ve kept the prototype around in the hopes of eventually finishing what I started.*

## Strategy

**Advanced Prototype** makes Train Steward a lot better, allowing it to carry you through the first few fights. However, Train Steward should still not be relied on later in the game even with this artifact; it should be treated as something that makes your early-game much better and lets you be very greedy with dangerous trials rather than something that lets your Stewards stay relevant longer in the run, as even with **Advanced Prototype** Train Steward is still not amazing by lategame standards. Even with this upgrade, Train Steward is not a Priority Unit even with this artifact, so you will need to account for this if you upgrade one and use it as a crucial part of your overall strategy.

## History

*See: Version History*

 1.1.2
 2.0.0
Conscription Notice

When you first summon your Champion, gain a random unit card with +10, +10, -1, and -1.

### Type

Clanless

**Conscription Notice** is a Clanless  Artifact in Monster Train.

## Lore

*Our initial calls for support were a little… wordy: “We, the 9 Rings of Hell and the residents therein, declare our sovereignty from the Heavenly invaders of our lands. As fellow Hellborne, we implore you to consider supporting our shared cause and ensure our survival lest we cease to exist entirely.” It is comforting to know that I've matured from needless description and flourish to a paragon of simplicity.*

## Strategy

**Conscription Notice** provides a strong benefit, especially early in the game, by gaining a unit that is easy to deploy. This usually trivializes the first couple of Rings if obtained early.

Later in the game, **Conscription Notice** becomes less powerful and less reliable but can still provide a benefit to your train depending on the unit summoned, as long as you set aside 1 for the summoned unit.

### Additional Information

This will always summon an Uncommon Banner Unit with 2 and 1 (before the capacity and ember reductions, so 1 and 0 after those are applied) from a preset pool. Most noticeably, no Umbra  or Wurmkin  units can be drawn, presumably due to their clans unique mechanics.

### List of Possible Units

* Branded Warrior, Horned Warrior, Railbeater, Steelworker
* Animus of Speed, Animus of Will, Husk Hermit, Shattered Shell
* Coldcaelia, Guard of the Unnamed, Icy Cilophyte, Nameless Siren, Siren of the Sea, Titan Sentry
* Lady of the House, Paraffin Thug, Wickless Baron, Wickless Tycoon

## History

*See: Version History*

Conscription Notice used to not decrease Unit capacity in the public beta.
Clipped Shaman

**Recover:** Restore 10 health to friendly units after combat.

###

All
0
1

**Spell Shield 1.**
**Recover:** Restore 20 health to friendly units after combat.
**Extinguish:** deal 5 damage to your front unit.

###

All
0
20

**Clipped Shaman** is an Enemy and a Clipped in Monster Train.

It appears in the following combats:

* Clipped Infiltration
* Protectors of the Clipped
* Clipped Tormenters
* The Harpy's Guard
* Harvesters of Death
* Fel, the Wings of Light: Scouring Crest
* Archus, Darkness Incarnate: Sin of Shadow
* (DLC) The Last Divinity: Divine Intervention

## Lore

*These Clipped ensure that no feather is left discarded. Creating their garments from the various clippings they find, they use them to heal their fellow wingless.*
Hell's Banners

When you summon the second unit during a turn, gain 3.

**Hell's Banners** is a Clanless  Artifact in Monster Train.

## Lore

*When I finally succeeded in uniting all nine Rings of Hell, we created a united army of Hell to fight back in the event of the Covenant breaking. I was surprised at the overwhelming support I received in this endeavor.*

## Strategy

Hell's Banners is almost always a strong pickup for a run, giving +3 when playing the second Unit of a turn.

Since you will always draw a Banner Unit and your Champion on turn 1, this Artifact is always at least a solid pickup, as it will just about always give you its +3 on turn 1, which is often in practice just as good as Improved Firebox, allowing you a more consistent turn 1 of each fight.

Where Hell's Banners particularly shines is in decks that regularly play 2+ units per turn, and several clans can do this:

* Hellhorned has Imps that you often want to apply Endless to and generally play often
* Umbra has Morsels, making playing 2 units per turn completely feasible (this can also enable combos with Emberdrain based strategies, as the +3 it gives comes after Emberdrain has occurred)
* Melting Remnant has Reform and Endless units it wants to keep playing.

If you are able to consistently trigger the +3 every turn, Ember will likely not be a constraint for the rest of the run, and powerful synergies with -Cost cards become available.
Drain

1

Apply **Sap 3.**
Discard a card at random.

**Drain** is a Stygian Guard  Card in Monster Train.

## Lore

*While the Guard claims that the Titan still sleeps, it seems to show a base level awareness when it is near another soul, helping its kin and hurting everyone else. I've yet to be subjected to either, so I can't say which I am considered.*

## Strategy

Sap is best used in combination with more sap. This card's discarding effect however makes the card hard to use as duplicates as Drain can discard any other Drain on the turn. It is advised to play the card late in the turn, so that it does not discard important cards in hand.
Grrrg's Goad

Demon units get **Multistrike 1**.

**Grrrg's Goad** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*Though credited with building the Hellhorned's section of the Rail, Grrrg wasn't able to complete it without help from other demons. Some needed more motivation than others.*

## Strategy

**Grrrg's Goad** gives Demon units Multistrike, letting them hit twice per round of combat. This is as good as it sounds.

**Grrrg's Goad** is a great pickup as long as your deck has Demon units that are able to take advantage of it that are a meaningful part of your strategy - it is a Frenzystone on all of them that does not cost anything (more than it cost to obtain **Grrrg's Goad**) and does not take an upgrade slot.

**Grrrg's Goad** is one of the best relics provided you feature Demon units in your run, and if you get this Artifact early, you probably should.