Start with the problem that keeps showing up
Look at the last fight before choosing a room. Did the team lose because it could not survive, because one card kept getting in the way, or because its useful cards did not do enough once the board was ready? That answer points to recovery, removal, or a Holo Sticker.


When to use Stickards and a Holo Sticker
A Holo Sticker is for a card you already expect to play often. Pick the card that repeatedly helps with the team's current job: reaching a target, keeping a safe square, protecting the Trainer, or turning a prepared board into a finish. Since a card can hold only one Holo Sticker, do not spend it on a card that is merely flashy when the board is perfect.
When card removal is the better upgrade
Remove a card when it is regularly the reason a hand stalls. It may be too narrow for the lanes your team reaches, out of step with the rest of the deck, or something you avoid playing whenever it appears. Cutting that card can make the cards you already rely on show up in a cleaner hand.
When the Cafe comes first
Take the Cafe when recovery or a level up will change the next battle more than a deck tweak. It can also remove a card, so it is a strong stop when the team needs cleanup but does not need a Sticker right now. A healthy team with a small deck problem can still improve later. A team that cannot survive the next encounter may not get that chance.
A quick room-choice check
- Need to survive the next fight? Choose recovery at the Cafe.
- Have a card you keep wishing you would draw? Consider a Holo Sticker at Stickards.
- Have a card you dread drawing? Remove it at Stickards or the Cafe.
- Need a new tool rather than a cleaner deck? Look at the Store, Vending Machine, or Gotcharm instead.
Do not fix every Montabi at once
Several small decks can make it tempting to improve every hand a little. Start with the hand that decides the team's most common problem. One reliable way to make space, protect the Trainer, or finish a threat is worth more than scattered upgrades that never meet on the same turn.