$19.99Montabi Tame, draft, break the game
Build a team of wild creatures, turn their cards into wild combos and take on the X Gang one run at a time.
Is Montabi worth it?
Montabi is worth it if…
- you like deckbuilders where positioning and movement matter as much as the cards
- you want a creature collector with real tactical depth instead of pure rock-paper-scissors
- you enjoy finding one absurd combo per run and riding it to victory
- you prefer friendly, hand-drawn worlds over grim ones
Screenshots
Battles on a 3x3 grid
Fights play out on two small 3x3 grids, yours and theirs, and position matters as much as the cards you play. Enemy attacks telegraph the tiles they will hit, so you can shuffle your Montabi out of the blast, or shove the enemy into it. You field two creatures plus your trainer, with up to three more on the bench to swap in mid-fight.
That grid turns every turn into a small puzzle: do you block, harden, or simply step aside? A huge attack coming your way stops being a death sentence when moving is always on the table. It gives you far more control over a fight than most deckbuilders bother with, and the satisfying effects make a big hit land even better.
A team worth taming
There are over 60 Montabi to collect, and nearly every creature you meet can be tamed, within a per-run limit. Each one has its own card pool and a distinct way of fighting, so a team is less a pile of stats and more a set of ideas you stitch together. Equipment and charms push a favorite further: the gear a Montabi unlocks tends to make that same Montabi stronger, so the one you keep using keeps earning its spot.
Level them up and they evolve into stronger forms with new cards, widening what the team can do. One run you might build everything around a creature that gains damage every time it moves; another, you find a card meant for bleeding enemies and use it to move your own bleed around instead. The game is happy to let you be clever.
Builds that break the game
This is a deckbuilder for people who like options. Every Montabi drafts its own deck, your trainer drafts another, and the trainer you pick shapes the whole run: reposition your team, fight up front yourself, or cook hearty meals that buff everyone. Charms chosen at the start narrow each run toward a different archetype.
The fun is in the interplay. Draw support for the card-playing samurai dog, stack a self-duplicating card until it hits like a truck, or find the loop that lets you act again and again. Runs take about two hours, and the map shows what each path leads to, so you can plan.
What happens if your trainer falls?
Is it too hard for someone new to deckbuilders?
Probably not. There are two difficulty levels below the default one, and the lower settings are genuinely gentle: one player who could not finish a certain other deckbuilder cleared Montabi on a mid difficulty without much trouble. The starting experience does throw a lot of creatures and effects at you at once, so the first hour or so can feel busy, but the game itself is on the easier side until you turn the dial up.
What is there to do between fights?
Plenty of small decisions. Over 30 randomized events pop up across a run, and the event choices are a highlight: they tend to be real dilemmas rather than stat pickups. You rest at a cafe to recover hit points, buy equipment and charms, and plan your route on a map that shows which creatures wait down each path. Taming is its own decision too, since the tames you can make per run are limited.

















