Items

Montabi Supplies & Stickards

Consumables for explosive turns and stickers that permanently upgrade individual cards.

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Supplies & Stickards

Montabi separates short-term spikes from long-term deck surgery with two systems that confuse new players: Supplies and Stickards. Supplies are consumable items you activate from inventory during combat, independent of the four cards each Montabi draws each turn. Stickards—stickers you buy at the Stickards shop and attach to specific cards—permanently modify how those cards behave for the rest of the run. Together they explain why some teams explode a single turn with baseballs, mines, food, and energy drinks while others quietly win through Innate engines and Sour-rider attacks.

This guide covers inventory rules, shop sources, sticker types players chase in the meta, and how to budget gold against equipment and charms. For shop routing across the whole run, start at the Items Hub.

Supplies: outside the deck, inside the turn

Supplies never appear in your shuffled deck. Instead they sit in a battle inventory you open like a toolkit. The key rule from retail and preview coverage: you can play many supplies in one turn as long as you still have copies left. That creates burst windows—open with a mine to control space, follow with baseballs for ranged chip, finish with food if the enemy counter-attacks harder than expected.

Common supply categories players stock:

Ranged pressure —baseballs and similar throws let you spend a turn punishing back-line targets without committing melee Montabi to bad tiles on the 3×3 grid.

Zone control —mines and placement effects reward movement builds that force enemies to step on prepared tiles.

Recovery —food heals living Montabi and stabilizes long fights; energy drinks can revive fallen allies, turning a lost turn into a swing fight when bosses burst your back row.

Utility —coating-style items and act-specific supplies appear in patches; treat patch notes on the Updates Hub as the source when names shift between demo and full release.

Supplies primarily appear at the convenience store, sometimes as event rewards. They do not compete for equipment slots or charm passive slots—only for gold and bag space logic. Chef trainers especially love supply-heavy routes because food synergizes with sustain charms and Cafe healing.

Because supplies are one-off, stock depth matters. One food is panic; three food is a boss plan. Before elite nodes, ask whether your inventory can answer a Trainer-threatening hit without spending AP on defense cards.

Stickards: permanent card mods

Stickards are purchased at the Stickards shop and attached to individual cards in any Montabi deck you control. Attachment is permanent for that run—when you thin weak cards at the Cafe, stickered cards you keep become build-defining engines.

Sticker effects players gravitate toward include:

Innate —treated as always prioritized in opening hands, perfect for setup cards that need to fire before enemies close distance. Student-style teams love Innate draw enablers or cheap debuff applicators.

Draw on play —smooths hands on Montabi that burn through AP quickly, especially when your Trainer already grants card flow.

Sour riders —attacks that apply or amplify Sour tie directly into status builds and pair with charms that reward debuffed targets.

Extra AP on play —turns a mediocre skill into a tempo piece for Fighter comps that need one more move to finish a combo.

Other combat riders —bleed synergy, spicy debuff setups, or defensive triggers depending on sticker pool RNG and patch balance.

Stickers cost gold and compete with charms and equipment. A good rule: sticker the cards you will keep after thinning, not basic Punch filler you plan to delete. Open the Stickards shop after you know your carry Montabi from the Tier list, not before you capture a keeper.

Convenience store, Stickards, and the Cafe triangle

The convenience store sells supplies alongside equipment and charms—use it when you need predictable inventory before a boss. Stickards is specialized: skip it on act one unless a offered sticker perfectly matches your Montabi kit. The Cafe heals and removes deck chaff; time Cafe visits before buying stickers so you do not waste gold modifying cards you delete next node.

Gotcharm and the Vending Machine do not sell Stickards or supplies in the standard loop; see Charms and Equipment for those rooms.

Combat sequencing examples

Status openers —apply Sour or Bleed with stickered attacks, then spend supplies that exploit controlled space rather than raw damage. Charms that amplify DoTs multiply this sequence.

Movement traps —place mines, use movement cards to pull enemies onto tiles, then baseball finishers on ranged units. Supplies cover turns where your hand lacks ideal movement skills.

Boss revives —hold energy drinks until a Montabi death would end the fight, not when a unit drops to half HP on a trash node. Revives are scarce; treat them like extra lives in a roguelike.

Budgeting gold on a typical run

Act one: buy one supply bundle type you understand (usually food or a damage throw) plus deck thinning at the Cafe. Act two: first fight-defining Stickard on your carry’s key attack or draw spell. Act three: deepen supply stock for boss phases or buy a second sticker that adds AP or Innate consistency.

If gold is tight, supplies beat random vending equipment for immediate fight impact; if your team is stable, Stickards beat redundant charms.

Mistakes to avoid

Stickering every card spreads gold thin. Hoarding supplies until the final boss leaves you dead on the prior elite. Using revives on Montabi you planned to replace wastes both the drink and the capture slot.

Continue learning

  • Items Hub —full shop map
  • Builds Hub —movement and status routes that demand specific stickers
  • Guides Hub —combat AP basics and grid rules
  • Trainers —who benefits most from supply-heavy play
FAQ

Frequently Asked Questions

Quick answers to the most common Montabi questions.

How many Supplies can I play per turn?

You can play multiple supplies in the same turn if you have enough copies in your inventory. They do not use your Montabi card hand or AP unless a specific supply says otherwise.

What are Stickards?

Stickards are stickers bought at the Stickards shop and attached to individual cards, permanently modifying that card for the rest of the run.

What does an Innate Stickard do?

Innate stickers prioritize that card in opening draws so your engine starts online before enemies punish slow setup.

Where do I buy baseballs, mines, and food?

Most standard supplies appear at the convenience store during a run. Stock up before boss nodes when you know your team lacks native healing or ranged options.