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Start each combat with 10 Block.
This page turns the reference ranking into a cleaner relic-by-relic view. Names and effects stay aligned with the site database, while each info tooltip summarizes the main reason a relic rises or falls.
Hover the question-mark icon on any relic for a short note about why it ranks there.
The ranking is adapted from the DownS relic discussion you provided, then cross-checked against the current Mobalytics relic tier list to fill obvious coverage gaps. It is still summarized into short practical notes rather than copied verbatim.
Run-defining relics with premium consistency, immediate safety, or scaling that asks almost nothing from the deck.

Start each combat with 10 Block.

At the start of each combat, draw 2 additional cards.

At the start of each combat, discard any number of cards then draw that many.

Whenever you add a Skill into your Deck, Upgrade it.

Every time you play an Attack or Skill, Upgrade it for the remainder of combat.

50% discount on all products!

Retain your Hand on the first turn of combat.

At the start of each combat, gain 4 Plating.

Energy is now conserved between turns.
Excellent relics that are strong in most runs, but need a little more context or are slightly less warping than S tier.

Enemies drop 15 additional Gold.

At the start of each combat, deal 9 damage to ALL enemies.

Every 3 turns, gain 1 Energy.

Start each combat with an additional Energy.

Whenever you enter a shop room, heal 15 HP.

At the start of each combat, heal 2 HP.

At the end of your turn, gain 1 Star.

At the start of each combat, add 2 random Colorless cards into your Hand.

At the start of each combat, apply 1 Weak to ALL enemies.

At the start of each combat, choose 1 of 3 random Colorless cards and add the chosen card into your Hand.

Start each combat with 1 Strength.

Whenever you enter a Rest Site, start the next combat with an additional Energy.

Upon pickup, Upgrade 2 random Skills.

Upon pickup, Upgrade 2 random Attacks.
Good relics with clear upside, but they are either narrower, slower, or less efficient than the top groups.

You cannot lose more than 20 HP in a single turn.

Start each combat with 3 Thorns.

The first time you lose HP each combat, draw 3 cards.

Upon pickup, obtain an additional copy of a card in your Deck.

Whenever you add a Power into your Deck, Upgrade it.

At the start of each combat, add 3 Shivs into your Hand.

Start each combat with 1 Dexterity.

Upon pickup, gain 300 Gold.

Whenever you Rest, heal an additional 15 HP.

Every time you play 3 Attacks in a single turn, gain 1 Strength.

Upon pickup, raise your Max HP by 7.

Whenever you would lose HP, lose 1 less.

The merchant no longer runs out of cards, relics, or potions and his prices are reduced by 20%.
Situational or awkward picks that can work, but often miss the fights and floor states that matter most.

Whenever you Rest, procure a random potion.

Regular enemy combats are no longer encountered in ? rooms.

Upon pickup, gain 2 potion slots.

At the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.

At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.
Relics with major deck tax, unreliable payoff, or downside patterns that can actively lose runs.

Upon pickup, brews 5 random potions.

Every 5 cards you add to your Deck, heal 20 HP.

Card rewards can now contain Colorless cards.

Whenever you gain Gold, raise your Max HP by 1.