Monster Train 2
Relics & Artifacts
220 collectable artifacts with exact effects from the game files. Also see Pyre Hearts for the run-defining pyre choices.
When you play your third spell of the turn, all cards gain +1 Magic Power for the rest of this battle.
At start of turn, add a common or uncommon Snack unit to hand.
The first time each turn you target a friendly unit with a spell, non-move effects also hit all other friendly units on the floor.
When an equipped unit dies, permanently add +4 Attack to their Equipment.
When an Angel moves it gains Valor 2.
When you are out of Ember, cards can be played for their cost in Pyre Health.
The first spell played each turn has -1 Ember for every X cards in your Deck.
+3 Deployment Ember.
Summon triggers an additional time.
The first time each turn it becomes full gain 1 Ember.
The first time you summon a Whelp each turn, reduce the Cooldown of friendly units on all floors by X.
On Deployment Phase, draw an Equipment card from your deck. Reduce its cost to 0 Ember.
At the start of battle, add 2 Corrupt to each floor.
At start of turn, if you do not have a Champion in your hand, add a random one to your hand.
Permanently add +2 Attack to a unit's Equipment on Slay.
When a spell with Consume is played, gain 1 Corrupt.
At the start of battle, apply Boiler Room on the first floor.
The first time the Pyre reaches X health, restore the Pyre to X% health. This can only trigger once.
Advance the back enemy unit when it enters your train.
When you Forge a unit or equipment, apply +2 Health for each Forge spent.
When a friendly unit dies, Angels on the floor gain Rage 7.
When you Annihilate a card outside of combat, gain 75 Gold.
Cards in reward packs and unit banners come with a random upgrade.
At start of turn, the front friendly unit on each floor gains Valor 2.
When you play a Room card, apply +1 Capacity on the floor.
When Extract is used, gain 1 Ember and 1 Corrupt.
At end of turn, Unstable increases by 5.
Non-champion friendly units gain 3x base Attack. At the end of combat on all floors, 1% chance for this artifact to be destroyed.
When a friendly unit gains Valor, it gains +1 stacks.
On Deployment Phase, draw a non-damage spell from your deck. It costs -1 Ember.
Apply Damage Shield 2 to the first friendly unit summoned each turn.
When you equip an Angel, apply Valor 3, Rage 3, and Regen 3.
Sting spells get +20 Magic Power.
Bosses start with Mute 3.
Restore 10 health to the lowest health friendly unit on Mooncycle.
50% chance to remove all buff effects on an enemy unit when it enters your train.
Rage does not decay on friendly units.
When a friendly unit gains Burnout, it gains +3 stacks.
On the turn after Deployment Phase, summon a Morsel Miner on each floor.
Friendly units gain +3 Attack on Slay.
Monstrosities enter with Spikes 7.
Shroom units gain Regen 1 on Harvest.
At start of turn, fully heal Champions.
X Cost cards and cards that cost 3 Ember or more have Permafrost.
At start of turn, add a Vine Grasp spell with Burnout to your hand.
When a unit gains Frostbite, it gains +2 stacks. Frostbite does not decay.
The Pyre gains Titanskin 2.
On Deployment Phase, draw a Room card from your deck. Reduce its cost to 0 Ember.
Grant +1 stack of Corrupt each time it is applied.
When you equip a friendly unit, apply Armor 10.
Non-banner units have Deployable.
Your Pyre gets 25 Health.
One additional card in each draft pack will be Infused.
The first time each battle a card with Consume is played, add 2 copies to hand.
On your first turn, +2 Ember.
Smelt grants an additional +1 Ember.
At start of turn, the front friendly unit on each floor gains +15 Health.
Create an Burnout copy of the first spell you play each turn.
At the start of battle, the top floor gains 1 Corrupt that cannot be removed.
Gain 5 Ember when a Tomb unit dies.
Draw +1 each turn per X cards in your Deck.
When a unit has a third unique status effect applied to it, Propagate 2.
Increase max Dragon's Hoard by 3.
Deal 5 damage to enemy units when a Burnout unit dies.
Friendly units gain Rage 3 whenever they lose a stack of Burnout.
Fae gain Conduit 1 and +5 Attack on Mooncycle.
Whelps apply Pyregel 3 on Strike.
Dragons apply Pyregel 5 on Strike.
At the start of battle, apply Fight Club on the third floor.
When an enemy unit ascends, they gain Pyregel 2.
After Deployment Phase, when you play a unit a random card in hand is reduced to 0 Ember until played or discarded.
Gorge triggers an additional time.
Incant triggers an additional time.
The first time each turn a friendly unit is equipped, gain 1 Ember.
When your Pyre defeats an enemy, it permanently gains +5 Attack.
When any unit dies, their Pyregel is spread among enemy units.
Friendly units get +1 Attack per stack of Spikes.
Friendly units gain Avarice 2.
Trial Gold rewards are increased by 50%.
Non-champion friendly units gain +10 Attack. At the end of combat on all floors, 10% chance for this artifact to be destroyed.
Demon units get Multistrike 1.
Merchant costs are reduced by X%.
Equipping a friendly unit under half health applies Armor 10, otherwise it applies Rage 5.
When an Egg unit is summoned, remove 3 Hatch and apply Armor 30.
+2 Capacity on each floor. HalfbreakYour Pyre gets +1 Attack and +1 Pyre health.
+1 Ember per turn. +1 Deployment Ember. HalfbreakYour Pyre gets +1 Attack and +1 Pyre health.
When a unit gains Pyregel, it gains +1 stacks.
Apply Pyregel 10 to Non-Flying Boss enemy units that enter the floor below the Pyre Room.
When you Forge an equipment, apply +2 Attack and Armor 2 for each Forge spent.
When you Forge, gain +1 Forge.
Increase max Dragon's Hoard by 2.
Friendly units get +10 Attack but -1 Attack for every non-boss and non-starter Artifact you own.
Spells and Equipment with Annihilate have Consume instead.
At end of turn, apply Freeze to a random card in your hand.
At start of turn, add a random Imp unit to hand.
Increase the number of choices when using Mix by 1.
Deal 3 Piercing damage whenever an enemy unit moves between floors.
On Deployment Phase, discard any number of cards, then draw that many.
Shift triggers an additional time.
Increases healing from spells by 10.
When a card is discarded before the end of your turn, gain 1 Ember.
At the end of battle, gain 100 Gold.
Add a random card to your hand each turn.
-1 Ember per turn. Draw +2 each turn.
Friendly units gain Armor 14 on reviving with Reanimate.
At the end of combat, create a permanent copy of a non-champion card in your deck.
Create a permanent copy of the first non-champion card played each turn.
At the end of combat, create a permanent copy of a random non-champion card in your deck.
Spells get an extra upgrade slot.
Draw +1 each turn. HalfbreakYour Pyre gets +1 Attack and +1 Pyre health.
When you draw a Blight or Scourge, gain 1 Ember and draw a non-Blight or non-Scourge card.
On the turn after Deployment Phase, draw until you have 10 cards.
Selene units get +20 Attack during Full Moon. Silent units get +20 Attack during New Moon.
Your Pyre applies Pyregel 2 to enemy units on all floors on Revenge.
The first Room card played each battle is applied to all floors.
At the end of battle, the front friendly unit on each floor permanently gains +6 Health.
When you play your first Snack unit each turn, draw 1.
Units gain +3 Health and +3 Attack for each upgrade on their card.
Tomb units get +30 Health and Burnout 1.
Gain 5 Gold when a friendly unit dies.
Increase Corrupt by 1 on each floor.
+2 Capacity on the middle floor.
Friendly units apply Armor 5 to the front friendly unit on Extinguish.
X Cost cards get +X to their X value when played.
At end of turn, if it is full, spells in hand gain +10 Magic Power.
Unstable explosions deal twice as much damage.
At start of turn, apply Dazed 1 to the front enemy unit on a random floor.
When a card with Consume is played, all cards gain +1 Magic Power for the rest of this battle.
+1 Ember per turn. -3 Deployment Ember.
Drafts only offer selections from your allied clan.
On Deployment Phase, add a random Graft unit to your hand.
At the start of battle, gain a Calcified Ember that converts to Excavated Ember after not playing it once.
Spikes deal +1 damage per stack.
The Pyre gains Burst 4.
When a friendly unit is healed, deal damage to the front enemy unit equal to the amount healed.
At the end of battle, gain 3 Dragon's Hoard if your Pyre took no damage.
The first time you Mix each turn, Mix again.
Unit cards without upgrades cost -1 Ember.
While the Pyre is at full health, draw +1 each turn.
When you equip a friendly unit, apply Conduit 4.
+1 Ember per turn. +1 Deployment Ember. HalfbreakYour Pyre gets +1 Attack and +1 Pyre health.
+2 Capacity on each floor. HalfbreakYour Pyre gets +1 Attack and +1 Pyre health.
Draw +1 each turn. HalfbreakYour Pyre gets +1 Attack and +1 Pyre health.
Units get an extra upgrade slot.
When you summon your first Imp unit each turn, gain 1 Ember and draw 1.
When you equip a friendly unit, apply Damage Shield 1.
When a friendly unit gains Armor, it gains +4 stacks.
Mageblade adds an additional +1 Attack per stack.
Friendly units enter with Lifesteal 2.
When a friendly unit dies, apply +10 Attack to that unit.
Rage adds an additional +1 Attack per stack.
Apply Rooted to enemy units when they enter the floor below the Pyre Room.
Enemy units enter with Frostbite 2.
Apply Pyregel 5 to enemy units when a Whelp dies.
The first time each turn a friendly unit is healed, draw 1.
Shroom units apply Decay 1 to enemy units on Summon.
Friendly units enter with Armor 5.
Friendly units enter with Rage 3.
When applying Spell Weakness, apply 1 more.
When one or more Corrupt are added to a floor on your turn, apply Corrupt 1 to a random enemy unit, twice.
The first time each turn an enemy unit dies, add 2 Snack units to hand.
Friendly units gain Stealth 1 on Summon and Slay. +3 Attack per stack of Stealth.
When you play your 20th Snack unit of the battle, deal 200 damage to enemy units on all floors.
After using an ability, friendly units gain Armor 3.
+1 Ember per turn. +1 Deployment Ember. +2 Capacity on each floor. Draw +1 each turn.
Dragons and Whelps gain +8 Attack.
Clan card drafts only offer rares.
At start of turn, friendly units Propagate 1.
Apply Mute 1 when an enemy unit enters your train.
When it becomes new, apply Armor 10 to friendly Silent units.
+2 Capacity.
Draw +1 each turn.
+1 Ember and +1 Deployment Ember.
Blights and Scourges cost 0 Ember.
Spells gain +3 damage for each upgrade on their card.
On the turn after Deployment Phase, summon a random unit from your deck on each floor.
Summoning a Hymnist applies Valor 5 to friendly units.
When a unit without Pyregel gains Pyregel, it gains +6 stacks.
At the start of battle, apply Spell Sanctum on the second floor.
After using an ability, friendly units gain +X Attack.
When you play a spell, spells in hand that cost less are reduced to 0 Ember for the turn.
Fun Guy gain +2 Attack per Troop stack.
The first unit you summon each turn gains Conduit 4.
Conserve up to 10 Forge between battles.
When you equip a friendly unit, restore them to full health.
When you damage your own unit, reduce Cooldown by X.
Deal 5 Piercing damage to the lowest health enemy unit when a unit is Eaten.
50% chance to apply Spell Weakness 1 when an enemy unit enters your train.
Regen restores +1 health per stack.
Friendly units gain Conduit 1 on Slay.
Gain 1 Dragon's Hoard on the first turn of battle.
Conserve Ember between turns and Deployment Phase.
Sting spells get +10 Magic Power and Piercing.
At start of turn, add a Sting spell to your hand.
At end of turn, Freeze cards are reduced to X Ember until played or discarded.
Valor grants an additional +X Armor per stack.
Playing a spell deals 3 damage to a random enemy unit on that floor.
Apply Spell Weakness 2 to enemy units when they enter the floor below the Pyre Room.
When a card with Consume is played, deal 30 damage to the front enemy unit.
Friendly units gain +3 Health for each rare card in your deck.
Friendly units enter with Burst 1.
Create a permanent copy of the first Consume card played each battle.
On turn start Spawn 1 on each floor per X cards in your Deck.
Shield Steward and Spear Steward units gain the Boom Ability.
Friendly units get +5 Attack and +12 Health.
The first time each turn a spell card with Consume is played, draw 1.
When you play three different kinds of cards in a turn, draw 1 and gain 1 Ember.
At the end of the entire battle, purge a card.
Starter cards cost -1 Ember.
When you draw any non-Champion card, its cost is randomized between 0 Ember and 3 Ember. Draw +2 each turn.
Apply Endless to the first friendly unit played each turn.
At start of turn, friendly units gain +5 Attack and +5 Health if they are the only friendly unit on the floor.
Extinguish triggers an additional time.
Spell cards with Consume have a 50% chance to be discarded instead.
After Deployment Phase, when you play your third card of the turn, draw 1.
Snack units enter with Damage Shield 1.
Friendly units get +12 Attack. At end of combat, deal 1 damage to friendly units.
When a unit dies to Decay, their Decay is spread among enemy units.
Clan starter cards are Infused. One card in each draft pack will be Infused.
When a card with Consume is played, gain 25 Gold.