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Artifact Priorities in Monster Train: Which Relics to Take

Updated 2026-10-15T00:00:00.000Z Source Community mechanics documentation; exact figures to be verified against the game's own data By
Data status: This page explains mechanics and decision rules. Where a precise number matters we say so and mark it, rather than guessing.

Relics are force multipliers

Artifacts, also called relics, change the rules of your run. Some add energy. Some change drafting. Some reward a specific card type. A good relic makes your existing plan stronger for free.

The mistake is taking relics by rarity instead of fit. A flashy relic that needs a different deck is worse than a plain relic that supports yours. Fit beats shine.

The safe picks

Relics that give energy or extra draws help almost any deck. They let you play more of your plan each turn. Defensive relics that protect the pyre also travel well, because survival is always the goal.

These are your default takes when nothing thematic is on offer. They never demand a new strategy, so they never waste a slot.

The thematic picks

Some relics reward a card type or a play pattern. If your deck already does that thing, the relic is a large upgrade. If it does not, the relic sits unused.

Read the relic against your plan before you take it. The clan combinations page helps you name that plan so the choice is easy.

What to skip

Skip relics that ask you to pivot. Skip relics whose benefit is too small to matter by the time you reach the boss. Skip relics that punish the way you already play.

A skipped relic is not a loss. A wrong relic is. The deck you protect is worth more than the shelf you fill.

One question to decide

Ask whether the relic makes your next battle easier. If yes, take it. If it only helps a deck you are not building, leave it. That single check clears most relic decisions.

Next: Covenant levels.

Frequently asked questions

Should I take every relic I am offered?

No. Relics that fit your plan are strong; relics that fight it are dead weight. Take the ones that make your deck's job easier and skip the rest.

Which relics are usually safe?

Relics that add energy, draw, or direct defense are safe in most decks. They help the plan without demanding a new one. Thematic relics are stronger but narrower.

Can a relic hurt my run?

Some relics ask you to change how you play, and if that change fights your deck, the relic costs you more than it gives. Pass on relics that need a plan you are not running.

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