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Best Artifacts in Monster Train — Tier List

Updated 2026-10-15T00:00:00.000Z Source Community consensus and in-game mechanics; 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.

Finding the best artifacts in Monster Train asks a different question than a card list. Relics change the rules of a run, so the same relic can carry one deck and do nothing in another.

The ranks here follow decision value. The criteria are how much an artifact changes your plan, how often it helps, and how little support it needs.

How this tier list is ranked

An artifact rises when it improves an average turn without asking for new cards. It rises further when the bonus compounds, such as a discount that pays out at every shop.

An artifact falls when its payoff depends on a deck you may not build. A relic that sits unused is a missed offer, because you passed on one that would have worked.

Fit comes before rarity. A plain relic that fits your plan beats a dramatic relic that pulls the deck somewhere else.

S-tier artifacts

Forever Flame is the simplest pick on the list. Cheaper units mean more plays each turn, and the discount applies in every battle.

Guild Marker pays out at every shop. A lower price on upgrades and removals turns the same gold into a stronger deck.

Sketches of Salvation adds free units on every floor the turn after deployment. The pick is random, so a thin deck of heavy hitters keeps the result useful.

Grrrg’s Goad gives Demons multistrike, which multiplies every point of rage and attack you add later.

Immortality Potion returns units after they die. The best body in the deck keeps arriving, so a single carry can hold a floor all run.

A-tier artifacts

Founding Seal makes Incant trigger one extra time. In a spell-heavy deck that doubles the scaling from every routine spell.

Flicker’s Liquor turns repeated unit plays into free cards. A clan that keeps throwing down cheap bodies converts that into a steady flow of Ember.

Pyrestone Housing adds an upgrade slot to every unit. One more upgrade on a carry is often the difference between holding a floor and losing it.

Hell’s Banners refunds Ember when a second unit arrives in the same turn. The bonus rewards a wide board and pays for a longer turn.

Cracked Helmet gives damage spells piercing. Armored waves stop being a problem you have to solve with upgrade slots.

Fossilized Fangs makes Gorge trigger an extra time, so every morsel an Umbra unit eats counts twice.

The Monster Train artifact tier list

TierArtifactWhy it ranks there
SForever FlameCheaper units mean more plays every turn, and the discount applies all run
SGuild MarkerDiscounts every merchant visit, turning the same gold into more upgrades
SSketches of SalvationFree deployment on every floor, strong when the deck holds only heavy units
SGrrrg’s GoadMultistrike on every Demon multiplies all the rage and attack you add later
SImmortality PotionUnits return after death, so the best body never leaves the fight
AFounding SealIncant fires an extra time, doubling the scaling from every routine spell
AFlicker’s LiquorRepeated unit plays turn random cards free, an engine for looping decks
APyrestone HousingOne more upgrade slot on a carry often decides a floor
AHell’s BannersEmber back on the second summon each turn rewards a wide board
ACracked HelmetPiercing damage spells answer armored waves without spending upgrades
AFossilized FangsAn extra Gorge trigger makes every morsel an Umbra unit eats count twice
BAshes of the FallenSummon abilities fire twice, which speeds up a board built on arrivals
BThornfruitA free Sting spell each turn keeps Awoken spell payoffs flowing
BImp-cicleA random Imp each turn widens the board for free
BMemorial FundGold from friendly deaths funds the upgrades a reform deck needs
BSinner’s SalveFree Blights and Scourges remove the tax that curses put on a turn
BRefined VoidFriendly units enter with lifesteal, which keeps a front line standing
BSap TapThe first heal each turn draws a card, so sustain also finds your answers
CCursed VinesRandomly swaps enemy positions, which helps only when the wave order matters
CSigiled SeaweedA chance to silence an arriving enemy, useful only against caster waves
CIcicle FractureFreezes one of your own cards each turn, slowing the turns it should speed up
CMine JacksExtra capacity on one floor, narrow unless the whole plan lives there

Best artifacts for beginners

Beginners should take relics that work without a plan. Forever Flame, Guild Marker, and Pyrestone Housing help a deck you are still learning to build.

Leave the clan relics until you know the clan. They are the strongest picks in the game once the deck matches them.

Artifacts that need a specific deck

Some relics are engines rather than support. Founding Seal does little in a deck with thin spells, and Flicker’s Liquor needs repeated unit plays to matter.

Read the condition before you take the relic. If your deck already does the thing, the relic is a large upgrade. If it does not, the relic is a blank.

Artifacts to skip

Skip relics that ask you to pivot. Skip relics whose benefit arrives after the fight is decided. Skip relics that punish the way your deck already plays.

Icicle Fracture is the clearest example. It freezes your own card at the end of the turn, which slows the hand you are trying to speed up.

A skipped relic is not a loss. A wrong relic is, because it hides the offer you should have taken.

Turning a relic into a plan

Once you know the best artifacts in Monster Train, the next step is fitting one to a plan. A relic that supports your deck beats a relic that outranks it on paper.

Next: Card tier list. For the deck-wide plan a relic should serve, read the clan tier list.

Frequently asked questions

What is the best artifact in Monster Train?

Forever Flame and Guild Marker are the safest answers. One makes every unit cheaper, and the other makes every shop cheaper, so both pay out in every battle of the run.

Are clan artifacts better than clanless artifacts?

Clan artifacts have the higher ceiling and the narrower condition. Take one when your deck already does what it rewards, and take a clanless artifact when the relic needs to work in any deck.

Should I take a relic that does not fit my deck?

No. A relic that supports a plan you are not running takes a slot from one that would have helped. Skip it and keep the offer for a relic that fits.

Which relics help at high Covenant?

Cheap, repeatable relics help most. Ember discounts, free cards, and extra upgrade slots answer the tighter turns that the top covenant steps create.

Is Guild Marker worth an early pick?

Yes, when shops are still ahead of you. A discount on upgrades and removals compounds across the run, so the earlier you take it, the more gold it saves.

Which artifact should I skip?

Skip relics that ask you to change how you play. Relics that freeze your own cards or move enemies at random add noise rather than power.

Can one artifact win a run alone?

No, but one artifact can define the run. Sketches of Salvation, Grrrg's Goad, and Founding Seal all build around a deck, so the relic and the deck have to arrive together.

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