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.