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Spell Card Guide

Monster Train 2 Spell Card Guide

In Monster Train 2, spell cards are a core component of every deck. While units do the heavy lifting in combat, spells provide instant damage, area effects, buffs, and debuffs that give you flexible control over the battlefield.


Spell Classification

1. Damage Spells

Deal direct damage to enemy units or entire floors.

Card (examples) Notes
Torch High single-target damage. Hellhorned's reliable 1-cost threat
Inferno Hits all floors. Best for clearing march backlines
Magnesium Rain Even damage spread across multiple floors

Priority: Damage spells are especially important in Rings 1–3. Always keep 1–2 in your deck to break march front lines.


2. Buff/Enhancement Spells

Strengthen your units permanently or temporarily.

Card (examples) Notes
Consume Grants upgrades after consuming a unit
Battle Harness Permanently increases a unit's ATK/HP
Power Surge Explosive ATK boost for one turn

Priority: Central to scaling builds. Pairs especially well with Luna Coven and Wurmkin. Secure early buffs on key units.


3. Deck Manipulation Spells

Draw cards or thin your deck.

Card (examples) Notes
Pyrelight Draw 2 + recover Ember
Kindle Returns to deck upgraded after use
Unburden Banish (exile) a card to thin your deck

Priority: Critical for consistency. Near-mandatory in Umbra + Stygian builds. If your deck exceeds 20 cards, add more draw spells.


4. Area/Mass Effect Spells

Affect multiple units or whole floors.

Card (examples) Notes
Wave of Flame Damage all units across all floors
Repel Push back all units across all floors
Rally Temporary buff to all friendly units

Priority: 1–2 area spells per deck is ideal. Too many become situational and waste Ember.


Optimal Spell Balance

Recommended deck composition guidelines:

Total Deck Size Recommended Spells Recommended Units
15–18 5–7 8–12
19–22 6–8 12–15
23+ Prioritize deck compression

Important: Spell-heavy decks deal burst damage early but collapse defensively with too few units. Outside Stygian Guard, running 7+ spells demands verified floor defense.


Clan-Specific Spell Recommendations

Hellhorned

  • Prioritize: Damage spells (Torch family), Spike empowerment
  • Avoid: Deck manipulation (poor Ember economy)
  • Combo: Spike unit + Repel (repeated spike triggers)

Stygian Guard

  • Prioritize: All spells (especially Multicast), low-cost spells
  • Avoid: High-cost single-target spells (locks Ember)
  • Combo: Draw → Cast → Echo loops for infinite combos

Awoken

  • Prioritize: Buff spells, Spike synergy spells
  • Avoid: Pure damage spells (let units grow naturally)
  • Combo: Buff spell + Spike reflection for exponential scaling

Umbra

  • Prioritize: Draw spells, mid-cost buffs
  • Avoid: High-cost self-contained spells (maintain hand cycling)
  • Combo: Mass draw + Consume spells to maximize hand value

Melting Remnant

  • Prioritize: Death trigger spells, reset spells
  • Avoid: Pure buffs (death-centric build doesn't need them)
  • Combo: Kill trigger spell + resurrection unit for persistent combos

S-Rank Universal Spells

These spells are strong across nearly all clans:

Spell Reason
Pyrelight Draw + Ember recovery. Reliably strong in any build
Battle Harness Permanent buff. Secured early, pays off through the endgame
Inferno AoE damage. The all-purpose march clearer
Kindle Upgrade + Ember efficiency. Especially powerful for Stygian
Unburden Deck compression. Dramatically improves consistency

Common Spell-Building Mistakes

  1. Too many spells: 10+ spells is generally wrong. Floor defense collapses without enough units
  2. Prioritizing high-cost spells: Ember 3+ spells are strong but make Ember management very difficult
  3. Ignoring scaling with no buff spells: Without buffs, you'll be underpowered in Rings 6–8
  4. No draw spells: Leads to fixed card access and eliminates flexible responses

Keep these points in mind to calibrate your spell balance!