Mtg standard artifacts

Mtg standard artifacts DEFAULT
143 results Altar of the Pantheon.pngAltar of the PantheonC3.png (3)
Artifact
Your devotion to each color and each combination of colors is increased by one.

Tap: Add one mana of any color. If you control a God, a Demigod, or a legendary enchantment, you gain 1 life.

THBC.pngAncestral Blade.pngAncestral BladeC1.pngWhite (2)
Artifact — Equipment
When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it.

Equipped creature gets +1/+1.
Equip C1.png (C1.png: Attach to target creature you control. Equip only as a sorcery.)

M20U.pngAnvilwrought Raptor.pngAnvilwrought RaptorC4.png (4)
Artifact Creature — Bird (2/1)
Flying

First strike (This creature deals combat damage before creatures without first strike.)

M20C.pngArcane Signet.pngArcane SignetC2.png (2)
Artifact
Tap: Add one mana of any color in your commander's color identity. ELDC.pngArcanist's Owl.pngArcanist's OwlWU.svgWU.svgWU.svgWU.svg (4)
Artifact Creature — Bird (3/3)
Flying

When Arcanist's Owl enters the battlefield, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

ELDU.pngAzorius Locket.pngAzorius LocketC3.png (3)
Artifact
Tap: Add White or Blue.

WU.svgWU.svgWU.svgWU.svg, Tap, Sacrifice Azorius Locket: Draw two cards.

RNAC.pngBag of Holding.pngBag of HoldingC1.png (1)
Artifact
Whenever you discard a card, exile that card from your graveyard.

C2.png, Tap: Draw a card, then discard a card.
C4.png, Tap, Sacrifice Bag of Holding: Return all cards exiled with Bag of Holding to their owner's hand.

M20R.pngBloodsoaked Altar.pngBloodsoaked AltarC4.pngBlackBlack (6)
Artifact
Tap, Pay 2 life, Discard a card, Sacrifice a creature: Create a 5/5 black Demon creature token with flying. Activate this ability only any time you could cast a sorcery. M20U.pngBolas's Citadel.pngBolas's CitadelC3.pngBlackBlackBlack (6)
Legendary Artifact
You may look at the top card of your library any time.

You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its converted mana cost rather than pay its mana cost.
Tap, Sacrifice ten nonland permanents: Each opponent loses 10 life.

WARR.pngBoros Locket.pngBoros LocketC3.png (3)
Artifact
Tap: Add Red or White.

RW.svgRW.svgRW.svgRW.svg, Tap, Sacrifice Boros Locket: Draw two cards.

GRNC.pngBrimstone Trebuchet.pngBrimstone TrebuchetC2.pngRed (3)
Artifact Creature — Wall (1/3)
Defender, reach

Tap: Brimstone Trebuchet deals 1 damage to each opponent.
Whenever a Knight enters the battlefield under your control, untap Brimstone Trebuchet.

ELDC.pngBronze Sword.pngBronze SwordC1.png (1)
Artifact — Equipment
Equipped creature gets +2/+0.

Equip C3.png (C3.png: Attach to target creature you control. Equip only as a sorcery.)

THBC.pngChamber Sentry.pngChamber SentryCX.png (0)
Artifact Creature — Construct (0/0)
Chamber Sentry enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.

CX.png, Tap, Remove X +1/+1 counters from Chamber Sentry: It deals X damage to any target.
WhiteBlueBlackRedGreen: Return Chamber Sentry from your graveyard to your hand.

JMPR.pngChandra's Regulator.pngChandra's RegulatorC1.pngRed (2)
Legendary Artifact
Whenever you activate a loyalty ability of a Chandra planeswalker, you may pay C1.png. If you do, copy that ability. You may choose new targets for the copy.

C1.png, Tap, Discard a Mountain card or a red card: Draw a card.

M20R.pngChromatic Lantern.pngChromatic LanternC3.png (3)
Artifact
Lands you control have "Tap: Add one mana of any color."

Tap: Add one mana of any color.

GRNR.pngChromatic Orrery.pngChromatic OrreryC7.png (7)
Legendary Artifact
You may spend mana as though it were mana of any color.

Tap: Add Color C.pngColor C.pngColor C.pngColor C.pngColor C.png.
C5.png, Tap: Draw a card for each color among permanents you control.

M21M.pngChrome Replicator.pngChrome ReplicatorC5.png (5)
Artifact Creature — Construct (4/4)
When Chrome Replicator enters the battlefield, if you control two or more nonland, nontoken permanents with the same name as one another, create a 4/4 colorless Construct artifact creature token. M21U.pngClockwork Servant.pngClockwork ServantC3.png (3)
Artifact Creature — Gnome (2/3)
Adamant — When Clockwork Servant enters the battlefield, if at least three mana of the same color was spent to cast it, draw a card. ELDU.pngColossus Hammer.pngColossus HammerC1.png (1)
Artifact — Equipment
Equipped creature gets +10/+10 and loses flying.

Equip C8.png (C8.png: Attach to target creature you control. Equip only as a sorcery.)

M20U.pngCorridor Monitor.pngCorridor MonitorC1.pngBlue (2)
Artifact Creature — Construct (1/4)
When Corridor Monitor enters the battlefield, untap target artifact or creature you control. ELDC.pngCrashing Drawbridge.pngCrashing DrawbridgeC2.png (2)
Artifact Creature — Wall (0/4)
Defender

Tap: Creatures you control gain haste until end of turn.

ELDC.pngCrystal Slipper.pngCrystal SlipperC1.pngRed (2)
Artifact — Equipment
Equipped creature gets +1/+0 and has haste.

Equip C1.png (C1.png: Attach to target creature you control. Equip only as a sorcery.)

ELDC.pngCrystalline Giant.pngCrystalline GiantC3.png (3)
Artifact Creature — Giant (3/3)
At the beginning of combat on your turn, choose a kind of counter at random that Crystalline Giant doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on Crystalline Giant. IKOR.pngDiamond Knight.pngDiamond KnightC3.png (3)
Artifact Creature — Knight (1/1)
Vigilance (Attacking doesn't cause this creature to tap.)

As Diamond Knight enters the battlefield, choose a color.
Whenever you cast a spell of the chosen color, put a +1/+1 counter on Diamond Knight.

M20U.pngDimir Locket.pngDimir LocketC3.png (3)
Artifact
Tap: Add Blue or Black.

UB.svgUB.svgUB.svgUB.svg, Tap, Sacrifice Dimir Locket: Draw two cards.

GRNC.pngDiviner's Lockbox.pngDiviner's LockboxC4.png (4)
Artifact
C1.png, Tap: Choose a card name, then reveal the top card of your library. If that card has the chosen name, sacrifice Diviner's Lockbox and draw three cards. Activate this ability only any time you could cast a sorcery. M20U.pngDovin's Automaton.pngDovin's AutomatonC4.png (4)
Artifact Creature — Homunculus (3/3)
As long as you control a Dovin planeswalker, Dovin's Automaton gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.) RNAU.pngEmbercleave.pngEmbercleaveC4.pngRedRed (6)
Legendary Artifact — Equipment
Flash

This spell costs C1.png less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip C3.png

ELDM.pngEnchanted Carriage.pngEnchanted CarriageC5.png (5)
Artifact — Vehicle (4/4)
When Enchanted Carriage enters the battlefield, create two 1/1 white Mouse creature tokens.

Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

ELDU.pngEntrancing Lyre.pngEntrancing LyreC3.png (3)
Artifact
You may choose not to untap Entrancing Lyre during your untap step.

CX.png, Tap: Tap target creature with power X or less. It doesn't untap during its controller's untap step for as long as Entrancing Lyre remains tapped.

THBU.pngEpitaph Golem.pngEpitaph GolemC5.png (5)
Artifact Creature — Golem (3/5)
C2.png: Put target card from your graveyard on the bottom of your library. M21U.pngFiremind Vessel.pngFiremind VesselC4.png (4)
Artifact
Firemind Vessel enters the battlefield tapped.

Tap: Add two mana of different colors.

WARU.pngFolio of Fancies.pngFolio of FanciesC1.pngBlue (2)
Artifact
Players have no maximum hand size.

CX.pngCX.png

Sours: https://magicarena.fandom.com/wiki/Cards/Artifact/Standard

[Top 7] MTG Arena Best Artifact Decks That Wreck Hard!

Many archetypes come and go in the history of MTG. Some archetypes get completely shut down by the current meta before they even make an impact while some last long enough to become staples in the different formats. Control is one of the archetypes that survived many rotations, rule changes, and even bannings. Tribal decks like Elves and Goblins are tried and tested and are pillars of early MTG. One archetype that seems to always find a way into the meta, whether in Standard play or other formats, is artifacts. It goes by many names like Tron or Affinity but its use of colorless creatures, artifacts, and even planeswalkers bring in a different type of challenge to every matchup. 

Let us look into the different decks, both in Standard and Historic, that are built around these shiny, steel-plated monstrosities. The ranking of these decks is based on the overall power of the deck and how it affected the metagame. 

7. Mono-blue Artifacts - Standard

You really can't run away from Teferi.

Let us start with a jank build of mono-blue artifacts. This, when placed on the hands of a good player, can string in a few dubs in ranked matchmaking. It is also a good option to build upon since it is safe from the upcoming set rotations.

What’s good about this deck

  • Rotation-proof - If you fancy this deck in Standard, you don’t have to worry about the upcoming rotation as all cards in this deck will still be legal by that time.
  • Jank is good - Weirdly built decks are one of the best decks to play in the Arena. It may not wreck as hard as Tier One decks but it can still come away with a few dubs.
  • Flavorful wins - Mill is back on board with Teferi’s Tutelage. The primary objective of this card is to enable Vantress Gargoyle but it can still function as a secondary win con by getting rid of your opponent’s deck. 

How to play this deck effectively

  • This deck has a low mana curve but the first play can start at Turn Three. Use the early turns to assess the opponent’s deck style so you can plan out your string of turns.
    • Use Stonecoil Serpent early to pressure the opponent or even just to block the early attacks. Gingerbrute can also pressure the opponent in the early game.
  • Aim to resolve Teferi’s Tutelage early to help you later on in the game.
    • Tutelage will help enable you to draw a card and enable your Gargoyle which will be a huge piece in finishing off your opponent.
    • Getting a Teferi’s Tutelage early will also help you thin out the opponent’s deck, deterring their strategy before they even have the chance to draw into them. 

Decklist

  • 4 Gingerbrute
  • 3 Solemn Simulacrum
  • 3 Emry, Lurker of the Loch
  • 4 Arcanist’s Owl
  • 4 Crystalline Giant
  • 4 Vantress Gargoyle
  • 3 Shambling Suit
  • 4 Stonecoil Serpent
  • 4 Teferi’s Tutelage
  • 2 Folio of Fancies
  • 2 Ugin, the Spirit Dragon
  • 3 Castle Vantress
  • 20 Island

6. RW Gadrak - Standard

A huge metal dragon. What could possibly go wrong?

Cheap artifacts that power monsters. This RW Gadrak deck utilizes early aggression from your one and two-drops to quickly transition to a huge red dragon that swings for five in the air and creates Treasure tokens to avenge the death of its fallen friends.

What’s good about this deck

  • Completely flies under the radar - This is more of a jankier type of deck that can still steal some games if you get to play it correctly. Opponents will not be ready for this deck since it is not one that is in the meta, allowing you to get a lot of surprise victories.
  • An exponential increase in power as the game progresses - You can end games early with cheap artifacts in play but while the game progresses, your creatures will get more powerful especially with Steel Overseer and other payoff cards.
  • Plenty of ways to dodge opponents - From the Stonecoil Serpent’s protection from multicolored to Gingerbrutes ability to be unblockable, this deck can play around many opposing strategies, giving you a larger room to work with.

How to play this deck effectively

  • Use Gingerburte and Stonecoil Serpent as early as you can
    • An early Serpent can be good especially with Flyers in the meta. It can also dodge a Deafening Clarion against anti-aggro decks as it has protection from multicolored.
    • Putting in early artifacts means you can have Gadrak attacking by Turn Four, pressuring the opponent hard early in the game.
  • The aggressive nature of this deck will help disguise an Embercleave in the late game.
    • Embercleave can flat out win the game immediately especially since you have a lot of attackers that can chip away its cost. Getting Embercleave, along with All That Glitters, to resolve means tons of damage to the opponent’s face.

Decklist

  • 4 Gingerbrute
  • 4 Stonecoil Serpent
  • 3 Steel Overseer
  • 4 All That Glitters
  • 3 Shambling Suit
  • 3 Light Up The Stage
  • 3 Solemn SImulacrum
  • 3 Banishing Light
  • 2 Shadowspear
  • 4 Embercleave
  • 3 Gadrak, the Crown-Scourge
  • 4 Sacred Foundry
  • 2 Temple of Triumph
  • 3 Fabled Passage
  • 7 Plains
  • 8 Mountain

5. UW Artifact Aggro - Historic

Slither your way to victory with this massive serpent.

Whoever said that aggro is only reserved to mono-colored creatures definitely hasn't played this deck yet. This bad boy can get you up those rankings quickly with its ability to surprise the enemy with lethal attacks from out of nowhere.

What’s good about this deck

  • Very aggressive set-up - Cheap creatures coupled with ways to pump your board will overwhelm the opposition at the early game. It can also out-aggro other decks as it can deal with their early aggression with Glass Casket.
  • All That Glitters can flat out end the game instantaneously - We all know by now the destructive power of All That Glitters. Its ability is amplified in this deck as all of your spells are artifacts which means slamming an All That Glitters can greatly amplify your damage output.
  • Card-retrieval services - This deck runs with two copies of Dance of the Manse which functions as a card retriever but also doubles as creature generator as it can make your Glass Casket a 4/4 attacker. It is also a very nice mana sink especially in days where MTGA’s shuffler wants you to keep drawing mana.

How to play this deck effectively

  • Get aggressive with your cheap artifacts
    • Get an early Sai on the board to help you get more value from playing your cheap spells
    • Don’t be afraid to trade cards with the opponent since you can retrieve yours using Dance of the Manse. Sacrificing your artifacts to draw cards is important as this deck lacks card draw
  • Abuse the ability of Steel Overseer. This is very crucial especially if you already have a Stonecoil Serpent on the board.
    • Voltaic Servant can double the effect of your Steel Overseer so you can get more +1/+1 counters to your creatures, helping you close out the game early.

Decklist

  • 4 Ornithopter
  • 4 Gingerbrute
  • 4 Steel Overseer
  • 3 Voltaic Servant
  • 4 Stonecoil Serpent
  • 4 All That Glitters
  • 2 Glass Casket
  • 4 Tempered Steel
  • 3 Shambling Suit
  • 2 Sai, Master Thopterist
  • 2 Karn, Scion of Urza
  • 2 Dance of the Manse
  • 4 Hallowed Fountain
  • 4 Glacial Fortress
  • 2 Temple of Enlightenment
  • 7 Plains
  • 5 Island

4. UB Affinity - Historic

Don't mess with Tezz and his army of artifacts

This deck is a copy of one of the Modern format’s huge value engines. It synergizes well giving you a huge combo that can overwhelm the board pretty fast. Drop those small, cheap artifacts and the payoff will be giant threats at the late game

What’s good about this deck

  • Access to wishboard - You have 15 extra cards that only you can interact with since it is not part of your main deck. This will help solve many threats during the game while it remains protected against the enemy’s hand disruption and mill strategies.
  • Very great combo engine - Your board will be filled up with huge threats once you get the Affinity engine going with Tezzeret and Ugin. The cost reduction is massive as you have a lot of cheap artifacts that will translate to bigger discounts on your heavy hitters.
  • A lot of enablers means massive value - Having cheap artifacts coupled with Sai and Saheeli will get you a lot of tokens that can draw you cards, provide bodies for blocking, or ultimately help reduce future costs of spells.

How to play this deck effectively

  • Use the early game to deter the opponent’s strategy
    • This deck will be very effective once it establishes its key pieces in the late game
    • The early game is meant to slow down the opponent while you slowly build up your board state
    • Use cards like Karn, the Great Creator to fetch answers for early threats on the board
  • Hold out on your cheap spells as much as you can and deploy them only if you already have Sai or Saheeli on the battlefield as they can create more bodies, giving you more value.
    • Your Ornithopters and Gingerbrutes can be used as early blockers but if you can let the opponent get in a few hits to ensure more value out of these cards, then that would be really good for your board.

Decklist

  • 4 Ornithopter
  • 4 Gingerbrute
  • 2 Ritual of Soot
  • 3 Tyrant’s Scorn
  • 2 Grasp of Darkness
  • 2 Vraska’s Contempt
  • 3 Emry, Lurker of the Lock
  • 2 Sai, Master Thopterist
  • 4 Saheeli, Sublime Artificer
  • 2 Karn, Scion of Urza
  • 4 Karn, the Great Creator
  • 3 Tezzeret, Master of the Bridge
  • 1 Ugin, the Ineffable
  • 1 Ugin, the Spirit Dragon
  • 4 Interplanar Beacon
  • 4 Watery Grave
  • 4 Drowned Catacomb
  • 2 Temple of Deceit
  • 6 Swamp
  • 4 Island

Sideboard

  • 4 Meteor Golem
  • 1 Tormod’s Crypt
  • 1 Platinum Angel
  • 1 God-Pharaoh’s Statue
  • 1 Sparkhunter Masticore
  • 1 Stonecoil Serpent
  • 1 Grafdigger’s Cage
  • 1 Ugin, the Spirit Dragon
  • 1 Shadowspear
  • 1 Ulamog, the Ceaseless Hunger
  • 2 Sorcerous Spyglass

3. Bant Golos - Historic

Watch me dominate a game by just playing lands.

Though not completely an artifact deck, this deck still boasts one of the stronger artifact creatures in the game: Golos, the Tireless Pilgrim. This deck utilizes lands to ramp, attack, and win with Golos being the primary enabler and Field of the Dead the primary win condition.

What’s good about this deck

  • The current meta doesn’t have an answer to FIeld of the Dead - There are only a handful of decks in the current meta that run Field of Ruin while there are very few decks that really look into land destruction so once you get this going, you can easily get the win.
  • Mana flood? Not a problem. Mana screw? Doesn’t exist. - This is pretty much self-explanatory as you have more than half of your deck devoted to lands so say goodbye to mana screw. The only time that you will hate the number of lands in this deck is if you can’t draw a Field or Golos. 
  • The huge threat of value in the latter stages of the game - If you manage to hold off your opponent’s aggressive goblins, they can just scoop immediately since you have a huge arsenal that can contribute to their demise.

How to play this deck effectively

  • Use your spells to survive the early onslaught of aggressive creatures and spells in the meta.
    • The current meta in Historic caters to a wide range of creature-based, aggressive decks. The key to winning a game is to survive long enough to reap the value of the Field of the Dead.
    • Use Sylvan Awakening as an early defensive spell in case you are facing an overwhelming amount of creatures.
    • If you can take damage and still be at a comfortable range, do so. Uro can get you some life gain every once in a while. 
  • Use your board clear loosely since you have six board wipes on the main deck. I think six is already more than enough since you probably have established the board by that time. 

Decklist

  • 2 Ugin, the Spirit Dragon
  • 4 Golos, Tireless Pilgrim
  • 2 Sylvan Awakening
  • 2 Rallying Roar
  • 4 Uro, Titan of Nature’s Wrath
  • 3 Oracle of Mul Daya
  • 2 Shatter the Sky
  • 2 Cleansing Nova
  • 2 Settle the Wreckage
  • 3 Explore
  • 2 Ulamog, the Ceaseless Hunger
  • 2 Hydroid Krasis
  • 1 Blast Zone
  • 1 Bojuka Bog
  • 3 Fabled Passage
  • 4 Field of the Dead
  • 2 Breeding Pool
  • 1 Glacial Fortress
  • 1 Hinterland Harbor
  • 1 Sunpetal Grove
  • 2 Temple Garden
  • 1 Temple of Mystery
  • 1 Temple of Plenty
  • 1 Temple of Mystery
  • 1 Savai Triome
  • 1 Zagoth Triome
  • 1 Raugrin Triome
  • 1 Indatha Triome
  • 2 Island
  • 1 Mountain
  • 1 Plains
  • 1 Swamp
  • 2 Forest

2. The Ozolith - Standard

Let me reserve those counters for you.

Probably one of the best artifacts in the Standard meta, The Ozolith has a wide range that can cater to any deck type. This Sultai version completely maximizes the potential of this very card with almost every element of the deck able to generate counters.

What’s good about this deck

  • You won’t mind having your opponent kill your creatures - The common problem of creature-based decks is, of course, creature removal and board wipe. With The Ozolith, you will even be grateful to your opponent if they decide to wipe the board as you will get to preserve those counters.
  • Early ramp enables a great late game position - You get access to 11 creatures with ramp potential which will ensure that you get to establish your board well. These creatures also utilize counters so even they can contribute to getting points up on The Ozolith.
  • Very scary late-game potential -  A deck like this thrives in the more ground out games since the more counters you get, the greater the damage you can deal. 

How to play this deck effectively

  • Mana is really important in this deck so it is crucial to establish your ramp cards early. 
    • With cards like Stonecoil Serpent and Hydroid Krasis, the bigger the better. To get these to become huge threats, you need a lot of mana so prioritize your mana advantage in the early game.
  • Aim to get a good curve of spells to maximize your mana advantage.
    • An ideal start will be Turn One Ozolith, Turn Two ramp, and Turn Three will be dependent on your opponent and your available resources but getting either a ramp card or any of your three-drops can swing the tide in your favor.
  • Capitalize on the meta’s lack of ability to deal with artifacts. The Ozolith is your primary objective and because of the current meta, you should expect that this will survive longer than it should so just focus on playing creatures with counters.

Decklists

  • 4 The Ozolith
  • 4 Stonecoil Serpent
  • 3 Growth-Chamber Guardian
  • 4 Incubation Druid
  • 4 Hydroid Krasis
  • 4 Simic Ascendancy
  • 2 Uro, Titan of Nature’s Wrath
  • 4 Yorvo, Lord of Garenbrig
  • 4 Polukranos, Unchained
  • 3 Crystalline Giant
  • 4 Overgrown Tomb
  • 4 Breeding Pool
  • 2 Temple of Malady
  • 2 Temple of Mystery
  • 2 Fabled Passage
  • 4 Island
  • 4 Forest
  • 2 Swamp

1. Mono-green Tron - Historic

The Spirit Dragon looms over the whole Historic meta.

A far superior version of mono-green ramp decks, Tron will ensure that you get to your huge threats early. These spells offer a huge variety of ways to interact with the opponent from clearing their whole board to flat out banging for lethal, this deck has it all.

What’s good about this deck

  • Access to different ramp cards - Mono-green is known for having plenty of ways to cheat mana in the game. Having this ability is especially vital in this deck as it ensures that you get to bring in those huge spells earlier.
  • Removal and board wipe in one card - Ugin definitely hates small creatures. The Spirit Dragon’s +1 ability can deal with a huge chunk of creatures in the format while its -X can completely reset the opponent’s board.
  • Has access to additional cards outside the game - The advantage of playing Karn in this deck is it allows you to have more cards that can deal with specific matchups without altering the spread of your main deck. You can get in many different answers with Karn’s ability to access your wishboard. 

How to play this deck effectively

  • This deck will reach its full potential early if you focus on ramping in the early game.
    • The key to maximize the deck is to use the early turns to prepare for bigger turns in the latter stages of the game. You have a lot of ramps available in the deck so your opening hand should at least contain a few of them.
  • Use your wish board accordingly. There are a lot of threats to your deck in this format. Getting the right cards off your Karn can dictate how the game will swing.
    • Drop your Karn only if you need access to your 15 additional cards. There’s a variety of removal in the meta and due to Karn’s power, it will attract the majority of it so make sure that you really need something from your wish board before dropping Karn.

Decklist

  • 4 Llanowar Elves
  • 2 Arboreal Grazer
  • 4 Solemn Simulacrum
  • 1 Carnage Tyrant
  • 2 Ulamog, the Ceaseless Hunger
  • 4 Mind Stone
  • 4 Cultivate
  • 2 The Great Henge
  • 4 Nissa, Who Shakes the World
  • 3 Karn, the Great Creator
  • 3 Ugin, the Ineffable
  • 3 Ugin, the Spirit Dragon
  • 1 Karn’s Bastion
  • 1 Blast Zone
  • 2 Field of Ruin
  • 20 Forest

Sideboard

  • 4 Meteor Golem
  • 1 Tormod’s Crypt
  • 1 Platinum Angel
  • 1 God-Pharaoh’s Statue
  • 1 Sparkhunter Masticore
  • 1 Stonecoil Serpent
  • 1 Grafdigger’s Cage
  • 1 Blackblade Reforged
  • 1 Shadowspear
  • 1 Soul-Guide Lantern
  • 2 Sorcerous Spyglass

Artifact decks are either very much finely tuned or very janky, there is no in-between. One thing’s for sure, though, is that it is a very enjoyable archetype whatever format you play it in. It is really good for casual play but still packs a punch in ranked. Hope this list gave you all the information you need to get the most out of your artifact deck. Happy shuffling!

You may also be interested in:

Sours: https://www.gamersdecide.com/articles/mtg-arena-best-artifact-decks
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Last updated on October 4, 2021

All That Glitters - Illustration by Iain McCaig

All That Glitters | Illustration by Iain McCaig

When new sets are released in Standard, most players add cards to existing archetypes to improve their current builds. Ranger Class has been the big winner from Adventures in the Forgotten Realms. It sees play in almost every green-based archetype and performs the best in mono green aggro. Power Word Kill, Iymrith, Desert Doom, and Portable Hole are also being used and have gained some adoption over the past few weeks. Outside of those, there aren’t many others that have found their spot in this meta.

I’ll be going over a deck that runs six different cards from the new set, and it’s been doing pretty well over the last two weeks of Standard Challenges. Without further ado, let’s dig into the newly introduced Azorius Craft. Or as its creator, Hamuda, calls it: Azorius Smith.

The Deck

Silver Raven - Illustration by Joe Slucher

Silver Raven | Illustration by Joe Slucher

As a brewer and grinder, Hamuda is always trying to find new ways to crush every format. With the introduction of Forgotten Realms, he created a deck that utilizes tons of synergies between cards like Ingenious Smith and Treasure Vault. Still, the dream is to turn any 1/1 artifact into a 4/4 with the help of The Blackstaff of Waterdeep.

The Strategy

This deck is built around its artifact synergies, but particularly The Blackstaff of Waterdeep and All That Glitters since we run tons of artifacts.

Creatures

While the deck is crafted around the previously mentioned artifacts, what makes it stick is its companion, Lurrus of the Dream-Den. It provides recursiveness in the long game.

Aside from that, we run cheap creatures with evasion like Gingerbrute and Silver Raven. Their dream is to get turned into bigger treats thanks to your Staff, but they do their job with cheap damage in the early turns. Stonecoil Serpent also has some evasion since it has protection from multicolor. Still, its main appeal is that it can grow into a giant creature in the late game and doesn’t interfere with Lurrus’ restrictions.

As far as your creature toolbox goes, Ingenious Smith leads the pack. It can tutor for any artifact on the top four cards and grows itself as each turn passes. It can turn into a relatively giant creature and present a threat very quickly if left unchecked.

Selfless Savior is in the deck to protect your creatures from dying, especially if they’ve already been turned into giant monsters. Speaking of, Giant Killer is a fine choice for getting rid of creatures that can’t otherwise be answered.

The Win Conditions

  • The Blackstaff of Waterdeep
  • All That Glitters

The Blackstaff of Waterdeep is, without a doubt, the deck’s main card. You can fetch it with a little help from Ingenious Smith and then use it the next turn and turn your 1/1 into a big creature. If you drew your lands correctly, it could easily be a 6-power worth of damage by turn 3, which is a big deal.

Keep in mind that it can turn any artifact into a 4/4, which means that your Treasure Vaults are, in essence, Faceless Havens that don’t turn back into lands after activation. You also need to remember that the staff changes any artifact’s base power and toughness. This means that creatures with counters like Stonecoil Serpent can get even more threatening.

Speaking of making your creatures big, the deck’s other win con is All That Glitters. It can turn your evasion creatures into huge threats turn after turn. It’s a big deal when paired up with your other transformed creatures.

Other Spells

A set of Glass Caskets and two copies of Portable Hole is enough to get rid of opposing utility creatures. Plus, they both trigger Ingenious Smith’s ability and pump any creature enchanted with All That Glitters. They can also be converted to creatures with the help of the Blackstaff in a rough spot, but I’d refrain from doing so otherwise. Any creature removal spell will wreck you.

Shadowspear is here to help in aggro matchups where you need to both race and stabilize. It also has the upside of dealing with opposing Selfless Saviors and any creature that has indestructible or hexproof.

Last but not least, you’ve got two copies of Miscast as another way to protect your creatures. In most scenarios, it catches your opponent off guard when they try to cast their board wipe or a big finisher like Emergent Ultimatum.

The Lands

This is probably the worst part of the deck. It doesn’t have much fixing for aggro strategies which means you need to be careful about what cards you’re casting and which color you choose with Hengegate Pathway.

Your main color should be blue, but try to get at least a one white source for your removal and Ingenious Smith’s early white requirement. Temple of Enlightenmenthelps guarantee your land drops, and you should be sure to play it early to prevent slowing the deck down on future turns. It also helps develop a more consistent mana base just like Fabled Passage.

Two copies of Cave of the Frost Dragon act as the manlands for the deck. They’re good beaters in the air in the late game. Still, you don’t want to run too many of these since they usually enter the battlefield tapped and we don’t want to slow down the deck even more.

Common Interactions

Lurrus of the Dream Den MTG card art by Slawomir Maniak

Lurrus of the Dream-Den | Illustration by Slawomir Maniak

Piloting a new deck is always challenging, especially one that hasn’t really existed until now. But don’t worry, I’ll give you some general guidelines to help you on that.

  • Remember that Ingenious Smithonly triggers once each turn. Save your artifacts for later if it’s possible to cast two spells in a turn unless you have multiple artifacts in hand. It’s not right to hold turn 1 plays because of this since you want to apply as much pressure as you can early on.
  • You can trigger Smith’s ability every turn, which means your opponent’s turns count as well. Crack your Treasure Vaults on your opponent’s turns to pump your guy further whenever possible.
  • Activating your Treasure Vault’s ability can lead you to win the game more times than you may think. The more artifacts you have, the bigger your creatures get thanks to your All That Glitters.
  • Tokens can’t be turned into 4/4s and The Blackstaff of Waterdeep’s ability can only be activated at sorcery speed. This means that you can’t ambush your opponents on their turn with a Blackstaff activation.
  • Some players might miss that Shadowspear gives your creatures trample, which can turn things around with All That Glitters.
  • I already mentioned this, but let me point it out again: don’t turn your Glass Caskets or Portable Holes into creatures unless you’re sure your opponents have run out of removal or you’re threatening to close the game. You can quickly go from a winning position to a losing one if you transform them without being careful.
  • Remember that Gingerbrute has two abilities, and that the most important one is the “unblockable” one. Pair it with your win conditions and, well, you win the game.
  • Gingerbrute is an excellent blocker. It can block a creature and gain three life in the process if timed correctly. This is crucial if you’re racing.
  • Lurrus provides a lot of recursiveness for the deck and can bring back your removal permanents that have already been destroyed, discarded, or milled. Don’t forget that if you decide to cast a Stonecoil Serpent from the graveyard, the maximum you can pay for it is two.
  • Don’t keep hands with no creatures. It’s often tempting to hold hands with a couple copies of All That Glitters and the Blackstaff, but they’re useless with no creatures to exploit them.
  • With a couple ways to scry, it’s often good to crack your Fabled Passage first and then scry. The problem with doing it the other way around is that you may end up liking the card you have on top and not cracking the Passage will set you back a couple turns.

Sideboard Guide

Weathered Runestone | Illustration by Dan Scott

One thing that’s particularly difficult with this deck is making sideboard adjustments in games 2 and 3. Your cards can vary in effectiveness depending on whether you’re on the play or on the draw. I’ll try to cover most of the most common matchups you might see while trying to reach mythic this season.

Naya Winota

This match is slightly favored with all the removal you run main deck. Your main plan is to keep your opponent from deploying too many non-human creatures on the battlefield. By the time you suspect they’ll cast Winota, Joiner of Forces, try to hold your Giant Killer to kill Winota to prevent its ability from triggering.

Post-sideboard is slightly more favored for you, as you run more removal and replace your Miscasts. A couple more copies of Giant Killers seal the deal very well. Your creatures will eventually outclass theirs by a large margin.

Out

-2 Miscast, -1 Silver Raven, -1 Ingenious Smith

In

  • Portable Hole
  • Giant Killer

+2 Portable Hole, +2 Giant Killer

Gruul Magda

This is a very tight matchup. You have to race them before they resolve their dragons into Embercleaves. If they’re running the adventure version of the deck, you can bring in the Drannith Magistrate. Otherwise, it should be the same sideboard strategy as Naya Winota.

Out

-2 Miscast, -1 Silver Raven, -1 Ingenious Smith, -1 Shadowspear

In

  • Portable Hole
  • Giant Killer

+2 Portable Hole, +2 Giant Killer, +1 Weathered Runestone

Mono Green Stompy

The card you fear the most against mono green stompy is Gemrazer. Outside of that, the match is somewhat favorable. Be careful of Primal Mights and don’t let them stick a big creature if you can help it. The other card you need to be careful about is Questing Beast, so try to save your Giant Killers for them.

Post sideboard you should side out your Miscast and bring in the extra copies of Giant Killer. Portable Hole isn’t a great option because your removal is artifact-based.

Out

-2 Miscast

In

Giant Killer

+2 Giant Killer

Mono White Aggro

Another favored matchup. You have some dead cards in the form of Miscast and Giant Killer, so mulligan aggressively if you see a couple of those in your initial hand.

The game plan is to get your creatures bigger than theirs and deal with key cards like Luminarch Aspirant and Skyclave Apparition. It’s nice that Silver Raven brick walls their Elite Spellbinder, so you just need to deal with their ground creatures most of the time.

Post sideboard you should again side out Miscast and Giant Killer. Bringing in more removal and your second Shadowspear is key since your opponent won’t be able to protect their creatures in combat with the help of Selfless Savior.

Disenchant is also excellent if they’re running a Glass Casket of their own or potential equipment, but the real deal is The Book of Exalted Deeds. Save your removal for it. Once a Faceless Haven is turned into an angel there won’t be any way for you to get rid of it. If you see them running this, consider keeping in a copy of Giant Killer.

Out

-2 Miscast, -2 Giant Killer

In

  • Portable Hole
  • Disenchant
  • Shadowspear

+2 Portable Hole, +1 Disenchant, +1 Shadowspear

Sultai Ultimatum

This is possibly your worst matchup, so you need to hit them quick and hard and don’t overcommit to the board. Miscast is your best weapon, so don’t use it unless it’s strictly necessary. Try and save it for opposing board wipes and Emergent Ultimatum.

Post sideboard, bring in your counterspells as an additional way to protect your creatures and side out your dead removal. Giant Killer is also key against opposing Greater Gargadons or Polukranos, Unchained.

Out

-2 Portable Hole, -4 Glass Casket

In

  • Negate
  • Mystical Dispute
  • Giant Killer

+2 Negate, +2 Mystical Dispute, +1 Giant Killer

Temur Adventures

The key to winning this match is not letting their Edgewall Innkeeper stick too long because they will outvalue you. Try to get a good read from them to not get caught by Brazen Borrower’s Petty Theft and you’ll be fine. But don’t miss going for the kill whenever you can with All That Glitters.

Don’t forget that Temur Adventures can be straight Temur with dragons or Temur Lukka. You can tell the difference by looking at their companion. If they’ve got Obosh, the Preypiercer then they’re running Goldspan Dragon and Alrund’s Epiphany. Otherwise, they’re probably running the Lukka, Coppercoat Outcast / Koma, Cosmos Serpent combo.

The latter is probably the one that’s harder to beat, but you can get around it by holding Giant Killer for their Serpent. That version also runs a bit more removal than the traditional one, so you need to be a bit more conservative on your plays.

Post sideboard, you aim to disrupt their plays by bringing in Drannith Magistrate and Negate against some of their sideboard options. What’s nice is that this works against both versions of the deck. You’ll also bring extra copies of Giant Killer to deal with Koma, Cosmos Serpent and creatures bigger than yours.

If you’re up against the Lukka version, bring a Weathered Runestone.

Out

-2 Miscast, -1 Silver Raven, -1 Ingenious Smith

In

  • Negate
  • Giant Killer

+2 Negate, +2 Giant Killer

Izzet Dragons

This match gets complicated because of one card: Prismari Command. It can deal with your creatures and artifacts and since your main core involves both, you get two for one most of the time. Still, the Command can’t deal with your Stonecoil Serpent, so make sure to cast it for four mana or above as it gets out of range from the other removal they may run.

Saying that the Serpent is the deck’s MVP in this matchup wouldn’t be an overstatement. It can very easily deal with their Goldspan Dragons, and outgrowing them with your The Blackstaff of Waterdeep or All That Glitters usually seals the deal.

Post sideboard you need to be careful of the board wipes they may run. Try not to overspend early and use your counterspells wisely. Always leave one single blue mana up. This may delay them even if you don’t have any counter available.

Out

-2 Portable Hole, -4 Glass Casket

In

  • Negate
  • Giant Killer
  • Mystical Dispute

+2 Negate, +2 Giant Killer, +2 Mystical Dispute

Dimir Rogues

Tempo matches are always hard, but you’ll out grind them with relative ease since you can attack from so many angles.

Stonecoil Serpent dodges Drown in the loch and blocks Soaring Thought-Thief very well. It also dodges Heartless Act completely if you cast it for more than four mana.

The cool thing about this matchup is that your opponent doesn’t have any way to get rid of your removal in that color pair. Always aim for their Ruin Crabs and try to trade with the rest of the creatures. Post sideboard, replacing your Giant Killer with Mystical Dispute is enough.

Out

-2 Giant Killer

In

Mystical Dispute

+2 Mystical Dispute

Mono Red Aggro

This matchup can be won or lost on the little details, so you need to trade wisely and not let them develop a board state where they surprise you with Embercleave. Shadowspear is key, and that’s why you bring the second copy post sideboard.

They may bring The Akroan War, so it’s always nice to have a Disenchant. It also kills Anax, Hardened in the Forge.

Out

-2 Giant Killer, -2 Miscast

In

  • Shadowspear
  • Portable Hole
  • Disenchant

+1 Shadowspear, +2 Portable Hole, +1 Disenchant

Other Cards to Try

As the meta changes, it’s always good to have some card options that you can swap back and forth between your builds. Here are just some of them.

Oswald Fiddlebender

Oswald Fiddlebender

This one may seem like a very innocent creature, but when you sacrifice your Gingerbrute to get the removal spell you need, the perspective changes. What’s more, you can sacrifice your Stonecoil Serpent and tutor for The Blackstaff of Waterdeep or Portable Hole if you need to. Oswald Fiddlebender is a very flexible card, and this little gnome can go from zero to hero in no time.

Monk Class

Monk Class

The big appeal from Monk Class comes from its third level. You’ll be drawing two cards per turn and have no struggle casting multiple cards a turn since the deck is very cheap in terms of mana value.

Paladin Class

Paladin Class

Another newly introduced card from the last set. Paladin Class can pump your entire team and act as a pseudo tax effect that helps protect your creatures. The third mode is brutal and can be a game-winner.

Test of Talents

Test of Talents

If you feel like you’re facing tons of Emergent Ultimatum decks, Test of Talents is the right card for you. It can deal with the entire strategy.

Colossal Plow

Colossal Plow

The innocent Colossal Plow may seem a bit cute, but you have to remember that its effect remains in place even if it’s not crewed with its crew cost. That’s why you get to attack and trigger its abilities if you turn it into a 4/4.

Funeral Longboat

Funeral Longboat

Funeral Longboat hasn’t seen much play, but it does two things for you. One, it makes every cheap creature you have into a vigilant, hasty 3/3 threat. Two, it’s resilient to board wipes.

Wrap Up

Giant Killer - Illustration by Jesper Ejsing

Giant Killer | Illustration by Jesper Ejsing

It’s been an enjoyable experience piloting this deck. It feels like a breath of fresh air every time a new brew makes its mark in the meta.

Have I mentioned that this deck was piloted by Hamuda twice in the top standings of the last two Standard Challenges? It certainly feels like this is the base for similar strategies in Standard 2022, so keep an eye as new cards get added.

I hope you have as much fun as I did if you test this deck out. Don’t forget to let me know how it performed for you in the comments and which changes you’d make to improve it. And make sure to grab Arena Tutor if you’re playing on MTGA a lot and want a free app to track your matches. It’s awesome.

As always, take care and have a good one!

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Sours: https://draftsim.com/uw-artifacts-standard-deck-guide/
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