Monster Train Every New Mutator (& What They Do)
Monster Train: Every New Mutator (& What They Do)
Monster Train recently introduced Mutators, a way for players to shake up their runs. Here’s how each one alters the game.
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The new deckbuilding rogue-like, Monster Train, received it’s first update recently that added more Mutators to the game. Mutators are modifications that players can add to their Monster Train runs. These changes can make the game easier, harder, and make players completely rethink their strategy. They’re a fun way to spice up the game for players who have mastered Monster Train by crafting self-imposed challenges.
Monster Train now has over 60 mutators players can add on to their runs that add more variety and challenge. But what are mutators? This guide will look at each one added, and how they change the game. New players on the other hand can use mutations to ease their way into the game by making the game easier, so they can experiment and cultivate new strategies. However, using mutations prevents players from earning clan experience, which unlocks new cards, and doesn’t unlock new difficulty levels; basically, mutators can’t be used to grind unlockables. Multiplayer runs of Monster Train utilizes Mutators to create unique challenge runs. Players craft their own combinations of mutations and post them on the servers for other players to race through!
Monster Train’s New Mutators
- A New Challenger: The Champion is replaced by one from another clan. This can open up new strategies due to the unique combination, or cause problems due to relying on a different card deck to function.
- At Your Service: Players start with 2 more Train Stewards, the default monster players always start with, as well as the Advanced Prototype Relic. This grants them multistrike, letting them attack twice, and 2 damage shields, that negate oncoming attacks. Train Stewards are normally very basic, but this mutator lets players get more out of them!
- A Simple Plan: At the start of the turn, 4 monsters are picked at random and placed in the central floor at the start of each battle. This is useful for quickly setting up a defense, at the cost of completely random placement. All units summoned otherwise, except for the champion, cost 2 more energy to play.
- Arcane Allergy: Enemies enter with Spell Weakness 1, making them take more damage from spells.
- Bleeding Cash: Every time and ally monster is hit, the player loses 1 gold. Players will need to think carefully about when their monsters engage, or else they’ll go bankrupt.
- Big Chungus: All ally monsters have their capacity increased by 1, causing them to take up more space.
- Buying Power: Merchants now offer a card duplication service, letting players copy cards for a fee. Perfect for copying rare or upgraded cards so they can be used twice as often!
- Come Prepared: Players start their run with 12 more cards. This can be a blessing, as there may already be strong card synergy, or a curse, because so many cards may clog up the player’s deck and make useful cards show up less often.
- Dante’s Comedy: Dante joins from the start. This powerful ally that players can summon gains 1 multistrike for every blight card in the player’s deck. Blight cards are negative dud cards that take up space in the deck and cause damage. Dante will always bring his 3 candles, which deal 3 damage to the pyre if they aren’t played but grant him multistrike. With Dante on the train, players can weaponize detriments.
- Extra Pyre: The Pyre starts with +80 health, improving it’s durability substantially. Players new to Monster Train can use this mutator for practice, as it will let the run go on longer.
- Fallen Champion: The champion does not join the run. Players that depend too much on the powerful champions will have a hard time with this mutator.
- Final Shard: The Pyre gains fragile, dying in a single hit, and 2 damage shields. This risky mutator is only for the most skilled players!
- Googly Eyes: Adds silly googly eyes to every combatant. That’s it!
- Gravity: All friendly units are pushed 1 floor down at the end of every turn. This mutator will have players thinking twice about which floor they position their monsters on.
- Highly Reactive: Triggered abilities activate a second time on allies, so monsters become stronger quicker.
- Hivemind: All monsters fulfill the role of every monster type. For instance,
- Levity: Enemies gain the haste ability, letting them bypass the second floor entirely and go straight to the third.
- Luxury in Limbo: The banners that are used to add new monsters to the deck appear in Limbo, the starting area. Let’s players plan their deck building early, incorporating the new unit into their strategy.
- Multi-Pyre: The Pyre gains multistrike, letting it attack twice.
- Ninja Training: Minor bosses enter with 5 stealth, a buff that lets them evade combat for one turn. So with this mutator on, bosses get 5 free hits on the player; very dangerous.
- No Fluff: Cards can only be upgraded once, as opposed to twice. Players will need to wisely choose which upgrade their cards get, because it will be the only one they’ll ever get.
- One Track Mind: The split path that players normally choose from runs on a predetermined path, so no choice of upgrades for this run.
- Protect the Pyre: The players start with 3 relics that buff the Pyre, which grants it +15 attack, +15 shields, and +40 max health. Another solid pick for beginners, as it will boost their pyre’s survivability.
- Puny Things: All allies have 1 capacity, making them take up less space.
- Return on Investment: The gold dropping cherubs that show up on non-boss maps bring a partner along, giving players 2 chances to obtain loot per battle.
- Sacrificial: The first ally placed every turn gains fragile status, forcing them to die in one hit. Weaker allies, like Imps and Dreggs, are solid choices for the sacrifice.
- Starry Suffering: Friendly monsters start with 2 dazed, preventing them from attacking for 2 turns.
- Strike Hard: All units have multistrike, attacking twice. This includes allies and enemies, so be careful when turning this mutator on.
- The Math Challenge: The battle forecast, which displays how much damage is dealt to each unit, is disabled. Players will need to rely on their own math skills to determine what’s a killing blow and what isn’t, so beginners can use it as a means to hone their own knowledge.
- Tissue Paper: When regular enemies, not bosses, enter the pyre room, they die in a single hit. This is another good mutator for beginners, as it places more emphasis on bosses as threats to the pyre.
- Upgraded Drafts: All drafted cards start with a free upgrade!
- Vampiric Touch: Every unit, friendly and enemy, gain lifesteal, which restores health after every attack. This will make friends, and foes, survive longer.
- Volatile Spells: When players normally use spells they can choose who to target, but this mutator will select a completely random target. Given that a spell might choose any target, players will need to consider every option when playing with Volatile Spells.
- Wand of Cure Light Wounds: After each round of combat, every combatant heals 5 health. This can make friends and foe alike tougher to take down.
- Zoom, Enhance: Every card is given another upgrade slot, letting players customize them even further. Useful, so long as players have enough gold to pay for the cost.
Link Source : https://screenrant.com/monster-train-every-new-mutator/
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