Effects are the hidden math
Status effects do most of the work in a Monster Train fight. A card that looks small often wins because of the effect it applies. Learning the effects lets you read any card at a glance.
This page covers the ones you meet most. Exact numbers vary by card, so we describe the behavior and mark figures rather than state them as fact.
Spike
Spike damages a target at the start of its turn, then drops by one. It is a slowing clock. Applied to a back-row enemy, it chips away while your front holds.
Because it decreases, Spike is best against things you want to wear down, not burst. Stack it and the early turns hurt a lot, then taper.
Daze
Daze stops a unit from attacking for a turn. You use it when killing is too slow but the attack would hurt. It buys a turn for your plan to catch up.
Daze is control, not damage. Pair it with something that uses the free turn well, such as a scaler that needs one more round.
Other common effects
Some effects add damage to attacks. Some reduce an enemy’s strength. Some shield your units. The pattern is the same: each effect changes one number or one permission for a few turns.
When you meet an unfamiliar effect, ask what number it moves and for how long. That question answers most of the card.
Stacking and timing
Many effects stack when reapplied, which rewards focusing one target. Others refresh, which rewards reapplying on schedule. The card text tells you which, so read it before you commit energy.
Timing matters as much as the effect. A Daze one turn late is wasted. A Spike one turn early wins the race.
Read before you draft
A card’s value lives in its effect, not its art. Learn these basics and every draft gets faster. The spell vs. unit page explains which cards carry these effects.
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