Artifact tier list · Updated July 2026 · Patch 2.2.1

Monster Train 2 Artifact Tier List

The best relic is the one that completes your engine. This list separates universally useful pickups from clan-defining and build-dependent artifacts, using current effects from the game files instead of launch-era descriptions.

What are the best artifacts in Monster Train 2?

For a deck-agnostic pickup, Guild Marker, Capricious Reflection and Sketches of Salvation can reshape an entire run. Clan artifacts have higher ceilings: Founding Seal for Incant, Grrrg's Goad for Demons, Flicker's Liquor for recurring units and Carving Corusca for Extract are the clearest examples. Do not take a letter grade without the “best with” condition — an S-tier artifact outside its engine can be a blank pickup.

Works across clans

Best universal artifacts

Browse all 220 relics →

Guild Marker

uncommon

Merchant costs are reduced by X%.

Merchant discounts compound across the whole run, turning the same Gold into more upgrades, purges and artifacts.

Best with: Any deck that still expects several merchant visits

Capricious Reflection

uncommon

Cards in reward packs and unit banners come with a random upgrade.

Free upgrades on rewards can solve Ember and stat pressure before you spend at a merchant, though the exact roll is random.

Best with: Flexible decks that can exploit several upgrade outcomes

Sketches of Salvation

uncommon

On the turn after Deployment Phase, summon a random unit from your deck on each floor.

Free, capacity-ignoring deployment creates an enormous opening tempo swing; keep weak units out of the deck so the random result stays useful.

Best with: Thin decks with a small number of high-impact units

Crown of the Eternal

common

At start of turn, fully heal Champions.

A full Champion heal every turn can replace an entire defensive package when the Champion is your frontline.

Best with: Champion-led floors and high-health defensive paths

Sinner's Salve

uncommon

Blights and Scourges cost 0 Ember.

Making Blights and Scourges free removes their Ember tax and keeps punishing boss mechanics from shutting down the real hand.

Best with: Curse-heavy encounters and decks vulnerable to Ember pressure

Ancient Pyretap

uncommon

When you are out of Ember, cards can be played for their cost in Pyre Health.

Converting Pyre Health into emergency Ember can rescue otherwise dead turns, but it needs healing or a healthy damage buffer.

Best with: Pyre healing, expensive finishers and controlled risk

S

Clan-defining

Artifacts that can become the engine rather than merely support it.

Founding Seal

uncommon

Incant triggers an additional time.

A second Incant trigger turns every routine spell into twice the scaling and makes dedicated Incant floors snowball immediately.

Best with: Stygian Guard, spell-dense allies and Incant units

Grrrg’s Goad

uncommon

Demon units get Multistrike 1.

Multistrike on every Demon multiplies all later Rage and Attack scaling without spending an upgrade slot.

Best with: Hellhorned Demon floors and wide offensive scaling

Flicker’s Liquor

common

After Deployment Phase, when you play a unit a random card in hand is reduced to 0 Ember until played or discarded.

Recurring unit plays keep creating zero-cost cards, so Reform, Endless and disposable units become an Ember engine.

Best with: Melting Remnant loops, Tombs and cheap recurring units

Carving Corusca

common

When Extract is used, gain 1 Ember and 1 Corrupt.

Every Extract advances both Ember and Corrupt, feeding the exact two resources that make Wurmkin turns difficult to balance.

Best with: Wurmkin Extract packages and Corrupt payoffs

Inga’s Beaker

common

Increase the number of choices when using Mix by 1.

An extra Mix choice raises the consistency of the entire Lazarus engine instead of buffing only one unit or floor.

Best with: Lazarus League Mix and Assistant-heavy decks

Ancient Roots

common

The first spell played each turn has -1 Ember for every X cards in your Deck.

Underlegion naturally creates large decks; converting that size into repeatable spell discounts fixes its biggest tempo cost.

Best with: Underlegion decks that intentionally grow beyond a thin cycle

Blood of the Apex

common

Permanently add +2 Attack to a unit's Equipment on Slay.

Permanent Equipment Attack on Slay carries value between battles and rewards the aggressive units Banished already wants to move forward.

Best with: Banished carries, repeat attacks and reusable Equipment

Gel Transfusor

common

When any unit dies, their Pyregel is spread among enemy units.

It converts every death into wider Pyregel pressure, letting disposable units contribute to boss damage after they are gone.

Best with: Pyreborne Pyregel decks and expendable units

A

Excellent support

Powerful pickups with broad floors, but they still need the right card package.

Emblem of the Exiles

uncommon

At start of turn, the front friendly unit on each floor gains +15 Health.

Frontline Health every turn stabilizes multiple floors and is especially valuable when the allied clan lacks a natural tank.

Best with: Awoken secondary, multi-floor defense and fragile carries

Sigiled Seaweed

common

Apply Mute 1 when an enemy unit enters your train.

Automatic Mute can blank dangerous triggers before combat starts, giving control decks an answer that costs neither a draw nor Ember.

Best with: Stygian control and trigger-heavy enemy waves

Abandoned Antumbra

uncommon

At start of turn, add a common or uncommon Snack unit to hand.

A Snack every turn smooths the resource that makes Umbra inconsistent and lets Gorge plans spend fewer card picks on basic generation.

Best with: Umbra Gorge, Eaten and multi-floor Snack plans

Molten Manifold

common

X Cost cards get +X to their X value when played.

Increasing X values raises the ceiling of Forge and other X-cost effects without asking for another card or upgrade.

Best with: Railforged X-cost cards and repeatable Forge payoffs

Razorthin Crescent

common

Mageblade adds an additional +1 Attack per stack.

More Attack per Mageblade stack turns Magic Power into a faster champion clock and rewards the Luna floor you were already building.

Best with: Luna Coven Mageblade champions and spell-power floors

Advanced Growth

uncommon

When an equipped unit dies, permanently add +4 Attack to their Equipment.

Equipment keeps permanent Attack through deaths, making re-equip and Reanimate lines scale across combats instead of resetting.

Best with: Lazarus Equipment cycling and recurring units

Sapsuckling Spring

uncommon

Shroom units apply Decay 1 to enemy units on Summon.

Each Shroom becomes backline pressure through Decay, solving a matchup that raw Funguy bodies can struggle to reach.

Best with: Underlegion Shroom swarms and repeated Summon effects

Resonant Shard

common

Rage adds an additional +1 Attack per stack.

Improving every Rage stack scales both starter cards and late-game buffs, so the value grows with the whole Hellhorned package.

Best with: Hellhorned Rage engines and Multistrike carries

B

Build specialists

Strong in the intended shell and easy to overvalue outside it.

Golden Gloves

common

Friendly units gain Avarice 2.

Avarice across the board can fund a run, but only if units regularly deal unblocked damage instead of merely winning combat.

Best with: Pyreborne economy floors that consistently reach the Pyre

Astrologer’s Orrery

common

The first time each turn it becomes full gain 1 Ember.

Repeatable Ember is excellent when Mooncycle reaches Full Moon on schedule; an uncontrolled cycle makes the trigger unreliable.

Best with: Luna Coven decks with deliberate Mooncycle control

Steel Stockpile

common

Conserve up to 10 Forge between battles.

Banked Forge creates a stronger next battle, but it does little when every current turn already needs all available Forge.

Best with: Railforged decks that generate more Forge than they immediately spend

Shadelamp

uncommon

The first time each turn an enemy unit dies, add 2 Snack units to hand.

Reliable Snack generation starts after the first kill each turn, so it shines when another floor can trigger it before the Gorge floor acts.

Best with: Umbra multi-floor decks with dependable early kills

Encased Ember

common

Gain 5 Ember when a Tomb unit dies.

Five Ember is a huge payout, but the deck needs a Tomb it can kill repeatedly rather than a one-time trigger.

Best with: Melting Remnant Tomb, Endless and Reform loops

Serrated Mandibles

common

When one or more Corrupt are added to a floor on your turn, apply Corrupt 1 to a random enemy unit, twice.

Repeated Corrupt application becomes steady random damage; it is efficient only when the deck adds Corrupt often enough.

Best with: Wurmkin Inspire and Corrupt-heavy turns

Titan's Edict

common

Valor grants an additional +X Armor per stack.

Extra Armor makes Valor a complete scaling package, but it depends on seeing enough Valor applications to matter.

Best with: Banished Valor and frequent movement triggers

Hair of the Hybrid

common

Equipping a friendly unit under half health applies Armor 10, otherwise it applies Rage 5.

The split Armor-or-Rage payoff rewards active re-equipping, while a static Equipment plan may trigger it too rarely.

Best with: Lazarus Equipment removal, replay and graft loops

How this artifact tier list is made

This is a priority list, not a fake claim that all 220 artifacts have one context-free order. We rate how strongly a relic changes a viable plan, how often its condition occurs, and whether it repairs a clan's weakness or merely makes a winning deck win harder. Exact effects come from the same patch 2.2.1 dataset as the relic database; the ratings are editorial.