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Montabi multiple decks guide: make every hand serve one turn

How to read several Montabi hands without losing track of positioning, Trainer safety, or the play that matters most.

Official Montabi gameplay screenshot for Montabi multiple decks guide: make every hand serve one turn
Read the board first, then let the hand that solves its biggest problem lead the turn.
Quick answer
  • Start with the board problem, then look for the hand that solves it.
  • Give each Montabi a job for this turn instead of trying to use every available card.
  • A quiet hand is fine when another teammate can protect the Trainer, create access, or finish the important target.

Let the board pick the hand

Several hands can make one turn feel like a pile of small puzzles. Start with the board: is the Trainer exposed, is a lane blocked, is an enemy about to act, or is there a target you can finish? Then find the hand that solves that first.

Official Montabi screenshot showing Trainer selection
The Trainer's safety is the first check before deciding which hand should act.
Official Montabi screenshot showing tactical combat on the 3 by 3 grid
Use one hand to solve the board, then let the next hand follow through.

Give teammates different jobs

  • One Montabi keeps pressure away from the Trainer or holds a safe square.
  • Another moves, opens a lane, or sets up a partner.
  • A third can spend the opening to remove a threat.
  • If the draw is bad, use a hand that gets the team out of trouble instead of forcing weak damage.

A repeatable hand-reading order

  • Check the Trainer and enemy threat first.
  • Find the Montabi that can change the board immediately.
  • Look for the follow-up hand that becomes good after that change.
  • Spend the remaining resources only if they improve safety, access, or the next turn.

Do not force every hand to matter

A common trap in a multi-deck team is spending resources because a card happens to be available. If one Montabi already has the useful line, let the other hands wait. Keeping a card for a safer square, a better target, or a later turn is often stronger than turning every hand into small, unrelated damage.

Recruit for what the team is missing

A new teammate should fill a gap. If the run stalls, ask whether you need protection, movement, target access, damage, or a card that helps another hand work. That question also helps with card rewards, equipment, and Charms.

When the turn is still messy

Take the safe line: protect the Trainer, make the important target reachable, and hold cards that need a better board. You do not need the maximum-damage sequence every turn. You need a board that still works next turn.