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Mutators are modifiers that can be enabled at the start of each run.

Monster Train[]

Mutator Description Notes Version
A New Challenger
A New Challenger
Your Champion is randomly replaced by one that is not from your primary or allied clan. Spine Chief and Echowright are excluded from this. 1.1.2
A Simple Plan
A Simple Plan
Non-Champion units cost +2Ember. Start with Sketches of Salvation. 1.1.2
Acid Rain
Acid Rain
Deal 2 damage to all units after combat. 1.0.0
Arcane Allergy
Arcane Allergy
Enemy units enter with Spell Weakness 1. 1.1.2
At Your Service
At Your Service
Start with 2 additional Train Stewards and Advanced Prototype. 1.1.2
Big Chungus
Big Chungus
All friendly units get +1Capacity. Named after popular internet meme, Big Chungus. 1.1.2
Bleeding Cash
Bleeding Cash
Lose 1Gold whenever a friendly unit takes damage. 1.1.2
Brawl
Brawl
Friendly and enemy units get +5Attack and +10Health. Your Pyre gets +10Attack. 1.0.0
Broken Valve
Broken Valve
Start with Volatile Gauge. 1.0.0
Burn Bright
Burn Bright
+2Ember per turn. 1.0.0
Buying Power
Buying Power
Merchants provide a card duplication service. 1.1.2
Cheap Trick
Cheap Trick
Spells cost -1Ember. 1.0.0
Come Prepared
Come Prepared
Add 12 additional random cards to your starting deck. 1.1.2
Dante's Comedy
Dante's Comedy
Start with Dante the Deceptive and 3 Dante's Candle. Dante gains Intrinsic. 1.1.2
Duality
Duality
Double stacks of all status effects. 1.0.0
Extra Pyre
Extra Pyre
Your Pyre gets +80Health. 1.1.2
Fallen Champion
Fallen Champion
Remove the Champion from your starting deck. 1.1.2
Fast Draw
Fast Draw
Friendly units get Quick. 1.0.0
Final Shard
Final Shard
Your Pyre starts the run with Fragile and Damage Shield 2. 1.1.2
Frontloaded
Frontloaded
-3Ember per turn. Gain 20Ember at the beginning of each battle. Start with The Unbroken Horn. 1.0.0
Googly Eyes
Googly Eyes
All units have googly eyes in battle. This has no effect on gameplay, it is just for fun. This is the only mutator which can be enabled from the settings window. Players can still collect XP, master cards, and get win streaks with Googly Eyes active. 1.1.2
Gravity
Gravity
At the end of the turn, Descend friendly units. 1.1.2
Hashtag Blessed
Hashtag Blessed
Gain a random artifact after every battle. 1.0.0
Heavy
Heavy
Add 5 Deadweights to your starting deck. 1.0.0
Highly Reactive
Highly Reactive
Triggered abilities on friendly units trigger an additional time. 1.1.2
Hivemind
Hivemind
Friendly units count as all subtypes. 1.1.2
Hollow
Hollow
Friendly units get Heartless. 1.0.0
Junked Up
Junked Up
Add 8 Calcified Ember to your starting deck. 1.0.0
Levity
Levity
Enemy units get Haste. 1.1.2
Luxury in Limbo
Luxury in Limbo
Additional unit banners appear in Limbo. 1.1.2
Magic Hand
Magic Hand
Cards are not discarded at the end of turn. 1.0.0
Mansion
Mansion
+2Capacity on each floor. 1.0.0
Moneybags
Moneybags
Double Gold earned. 1.0.0
Moth Magic
Moth Magic
When a damage spell hits a unit, Ascend it. 1.0.0
Multi-Pyre
Multi-Pyre
Your Pyre gets Multistrike 1. 1.1.2
Musical Chairs
Musical Chairs
Shuffle the position of all units in the train after combat. Named after the party game Musical Chairs. 1.0.0
Never Say Die
Never Say Die
Friendly units get Endless. 1.0.0
Ninja Training
Ninja Training
Minor bosses enter with Stealth 5. 1.1.2
No Fluff
No Fluff
All cards have 1 fewer upgrade slot. 1.1.2
One Track Mind
One Track Mind
The path you take on the map is chosen automatically. 1.1.2
Pain Train
Pain Train
Enemy units enter with Spikes 1. 1.0.0
Permadeath
Permadeath
Any non-Champion unit which dies is purged from your deck. 1.0.0
Protect the Pyre
Protect the Pyre
Start with Boon of the Blacksmith, Precious Plating, and Pyrewall. 1.1.2
Puny Things
Puny Things
Friendly units start at 1Capacity. 1.1.2
Return on Investment
Return on Investment
Spawn an additional Collector in battles that already have a Collector. 1.1.2
Sacrificial
Sacrificial
Apply Fragile to the first friendly unit summoned each turn. 1.1.2
Seeing Double
Seeing Double
When the first friendly unit is summoned each turn, create a copy. 1.0.0
Shields Up
Shields Up
Enemy units enter with Damage Shield. 1.0.0
Small Hands
Small Hands
-2 cards per turn. 1.0.0
Starry Suffering
Starry Suffering
Friendly units enter with Dazed 2. 1.1.2
Strike Hard
Strike Hard
All units get Multistrike 1. 1.1.2
The Math Challenge
The Math Challenge
Room combat previews are disabled. 1.1.2
Tissue Paper
Tissue Paper
Apply Fragile to non-boss enemy units when they enter the Pyre Room. 1.1.2
Tithe
Tithe
Halve Gold earned. 1.0.0
Two for One
Two for One
Each time you draft a card, gain a second copy. 1.0.0
Upgraded Drafts
Upgraded Drafts
Cards in reward packs and unit banners come with a random upgrade. 1.1.2
Vampiric Touch
Vampiric Touch
All units enter with Lifesteal 3. 1.1.2
Volatile Spells
Volatile Spells
The targets of spells are chosen randomly. 1.1.2
Wand of Cure Light Wounds
Wand of Cure Light Wounds
Restore 5 health to all units after combat. 1.1.2
Yeetpocalypse
Yeetpocalypse
You must purge a card after every battle. 1.0.0
Zoom, Enhance
Zoom, Enhance
All cards have 1 additional upgrade slot. 1.1.2
Arduous Arcana
Arduous Arcana
Spells cost +1Ember. requires The Last Divinity (DLC) 2.0.0
Armchair General
Armchair General
Your Champion enters with Sap 10 and Heartless. requires The Last Divinity (DLC) 2.0.0
Crystal Ball
Crystal Ball
Start with Cheater's Hand. requires The Last Divinity (DLC) 2.0.0
Early Lead
Early Lead
Start with Improved Firebox and Lost Luggage. requires The Last Divinity (DLC) 2.0.0
Hero's Burden
Hero's Burden
Gain +15PactShards after each battle. requires The Last Divinity (DLC). This can activate The Last Divinity fight even on Covenant Rank 0. 2.0.0
If I had a Hammer
If I had a Hammer
Start with Heph the Blacksmith and Good Ol' Wingmaker. Heph gains Intrinsic. requires The Last Divinity (DLC) 2.0.0
Life Insurance
Life Insurance
Start with Golden Vault, Memorial Fund, and Rationing Scales. requires The Last Divinity (DLC) 2.0.0
My True Form
My True Form
Start with Mark of a Champion and Mark of an Exile. requires The Last Divinity (DLC) 2.0.0
Shardless
Shardless
Disable all map nodes and events that provide PactShards. requires The Last Divinity (DLC) 2.0.0
Slow and Steady
Slow and Steady
Friendly units enter with +10Attack and Sap 7. requires The Last Divinity (DLC). 2.0.0
Spellpiercer
Spellpiercer
Your spells gain Piercing. requires The Last Divinity (DLC) 2.0.0
The Elite
The Elite
Start with Hammered Chestplates, Scorched Steel, and Worn Grindstone. requires The Last Divinity (DLC) 2.0.0
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