Deck Archetype
Artifacts are the only card type that every colour can play, which makes this the one archetype where the commander picks the colours rather than the strategy doing it.
Artifacts: Built around a critical mass of artifacts and the payoffs that count them.
Artifact decks assemble a critical mass of artifacts and run payoffs that count them, recur them, or turn them into something else. Because artifacts are colourless, the deck's actual engine (the mana rocks, the equipment, the cost reducers, the sacrifice loops) is available regardless of what is in the command zone.
In practice there are two lanes that share a lot of cards. Artifact aggro plays cheap artifacts and creatures that grow with the count, closing games quickly. Artifact value plays cost reducers and recursion, chaining artifacts into more artifacts until something in the pile is lethal. Both benefit from artifacts being the most re-buyable permanent type in the format: a graveyard full of them is a resource, not a loss.
The honest answer is that the artifacts themselves are colourless and the colours are chosen for what they add on top. Blue is the strongest partner. It has the best artifact-specific card advantage and the cheating-into-play effects. Red brings recursion and treasure, white brings equipment and mass recursion, black brings tutors and sacrifice payoffs, and green brings ramp and, unusually, the format's best artifact removal. Colourless is a real option: several strong commanders let a deck run no colours at all.
The cards that define the archetype rather than the ones winning this week. If you are building artifacts for the first time, these are the effects to understand before anything else.
Ten command zones that support the strategy, spread across the color combinations it lives in. The color identity shown is what each commander lets you play in the other 99.
Artifact removal is the most commonly played removal in Commander after creature removal, and mass artifact destruction hits this deck harder than a board wipe hits most. Green and red both have one-sided sweepers for artifacts specifically. Spread your value across enough permanents that no single Vandalblast is a concession, and keep some recursion so the sweeper is a setback rather than an ending.
An artifact deck runs a high concentration of artifacts and cards that reward that count: cost reducers, creatures that grow with the number of artifacts, and engines that sacrifice and return them. Because artifacts are colourless, the strategy can be built in any colour combination.
Blue, for the strongest artifact-specific card advantage and cheat-into-play effects. Red is close behind for graveyard recursion and Treasure. That said, artifact decks exist in every colour, and colourless commanders like Karn, Silver Golem support a deck with no colours at all.
They overlap but are not the same thing. Almost every Commander deck plays mana rocks; an artifact deck plays them and also counts them, so a Sol Ring is both acceleration and a payoff trigger. A deck is only really the artifact archetype when cards care how many artifacts you control.
TurnZero HQ tags every deck you track with one of these archetypes, so your win rate is broken down by what your decks are actually trying to do, not just which commander is on top of them.
All 20 Commander deck archetypes →Log your games with TurnZero HQ and see which of your decks wins, against what, and how often. Free to start.
Create Free Account