Artisan Commander: an Introductory Tour
Artisan Commander is my favorite way to play Magic these days. It's Commander using only commons and uncommons. That's it. Yes, your commander has to be common or uncommon in addition to being legendary. Yes, downshifts are included, just like they are in Pauper. No, there isn't a separate banlist (at the moment anyway, this could change in the future); everything banned in regular Commander is also banned in Artisan Commander, and all commons and uncommons that you can play in Commander you can play in Artisan Commander. This means that all Artisan Commander decks are also legal to play in 'regular' Commander.
"Won't they get stomped on?" you might ask. "Rare and Mythic cards are so much stronger!"
Well, before you consider any conclusions foregone, here is a list of cards you may not have realized were common/uncommon:
Those are some powerful cards! Not everyone who builds Artisan Commander decks uses these sorts of cards, but it's an option. For those who do, it's entirely possible to build an Artisan Commander deck that goes toe-to-toe with casual Commander decks. You might have trouble keeping up with highly optimized or cEDH decks, but that much is to be expected.
(And yeah, I know a lot of those cards are expensive. Just proxy them. It's ok.)
That said, I prefer to play my Artisan Commander decks against other Artisan Commander decks. The exclusion of rares and mythics means a couple things for the format:
There are fewer cards that run away with card advantage. Yes, there's still Rhystic Study, but not Consecrated Sphinx, Wheel of Fortune, Kindred Discovery, Necropotence, etc. Generally speaking, you need to be more conscientious about card economy when you play Artisan than regular Commander; it's a lot easier to find yourself with no cards in hand later in the game.
Most ramp cards are still legal, but the payoffs at the top of the curve are less powerful. You'll see ramp decks playing cards like Pelakka Wurm and Pathrazer of Ulamog instead of Craterhoof and Void Winnower. Green decks are still good, but they don't pubstomp the way they can at casual Commander tables.
Less multicolor. Unfortunately there aren't yet any 4 or 5-color uncommon legendary creatures, so unless you "rule 0" in a Fusion Elemental or something, there's no way to play more than 3 colors in Artisan. (New Capenna brought us a cycle of 3-color legends, all "shards"; and the recent announcement of a return to Tarkir in 2025 has us crossing our fingers for a wedge-colored cycle.) For the most part, Artisan decks are mono-colored or dual-colored.
Fewer board wipes. They exist for sure, but the majority of them deal 2-4 damage to each creature or give each creature -2/-2 until end of turn, so creatures with 5+ toughness tend to stick around for a while. (Though with the recent downshift of both Extinguish all Hope and Kirtar's Wrath, this might change) Generally speaking though, you can expect less swingy, more attrition-based games than regular Commander.
Just like in regular Commander, there's a spectrum of power levels amongst Artisan decks. Some folks jump into the format with their favorite uncommon legend and a collection of cards they've accumulated from drafts and their lgs's common/uncommon bulk boxes, while others go straight to building cutthroat decks packed full of tutors, combos, and cheap interaction. I'm going to go over some decks archetypes that have shown to be popular and easy to enter into the format with. Keep in mind that this is only a sample of what you can build-- there are tons of other strategies and commanders you can build around-- some of which no one's even explored yet!
Red-Black Sacrifice/Aristocrats
It's a running joke on the Artisan Commander discord server that each set that comes out these days gives Juri new toys. It's funny because it's true! Red-Black sac is an evergreen archetype, and the card pool for it is super deep. Other commanders you could use are Lagomos, Hand of Hatred, Judith, the Scourge Diva, or Gut, True Soul Zealot + Agent of the Iron Throne. It's exactly what you'd expect: lots of cheap artifacts and creatures that give you value when you sacrifice them, sac outlets, and aristocrat cards like Zulaport Cutthroat to drain opponents out, or in the case of Juri, some Fling effects to lob 20+ damage at people.
Tatyova is a powerful card, but Imoti, Celebrant of Bounty has also been popular, as have Gilanra, Caller of Wildwood + Brinelin, the Moon Kraken, and Gretchen Titchwillow. Again, this strategy is what you'd expect from the color pair. Ramp, ramp, and ramp some more, draw a bunch of cards, and play some ginormous creatures.
You may be noticing a very high correlation between these decks and the draft archetypes in Commander Masters. I don't think it's a coincidence; these are the things that these color pairs do best with their commons and uncommons, so it makes sense that they'd be supported in a draftable reprint set. Anyway, this archetype has a lot of possible commanders aside from Bruenor: Koll, the Forgemaster; Akiri, Fearless Voyager; and Reyav, Master Smith. My Ardenn, Intrepid Archaeologist + Alena, Kessig Trapper deck is one of my favorite decks. Watch out for Colossus Hammer and Loxodon Warhammer!
Green-White +1/+1 counters
Hamza is a house. Play some creatures that put +1/+1 counters on themselves or others, then Hamza comes down for cheap to discount all of your subsequent creatures. I haven't seen any other Artisan deck put so much raw power onto the battlefield so quickly. It also gets access to some good +1/+1 counter-centric card draw in Armorcraft Judge, Inspiring Call, Deepwood Denizen and Towashi Guide-Bot, so it can hold reinforcements in hand in case there's a board wipe.
Abdel Adrian is pretty busted. He goes infinite with a bunch of different stuff and as you work towards setting up one of those combos, provides a relentless stream of 1/1s to defend yourself with-- or even to attack with, if you accumulate enough. For an even more combo-oriented build, you could swap out the blue Candlekeep Sage background with the black Agent of the Iron Throne, then loop Adrien with Animate Dead, Necromancy, or Dance of the Dead.
If you want something less combo-oriented, Oji, the Exquisite Blade does a good job.
Vohar provides a cheap and reliable way to discard creatures you want to reanimate. Another good option is Taigam, Sidisi's Hand. As far as reanimation spells go, we have the aforementioned Animate Dead, Necromancy and Dance of the Dead as well as Reanimate, Victimize, Exhume, Diabolic Servitude, etc. Add Demons, Krakens, and/or Eldrazi to taste.
This deck plays cheap creatures with evasion, prowess or get otherwise buffed by instants/sorceries (such as Electrostatic Infantry and Umara Mystic), spells that create creature tokens (Rally at the Hornburg, Goblin Wizardry), and a lot of cantripping spells to unload a ton of damage onto its opponents.
I could go on, but I think that's enough for now. I'll share more Artisan decklists in the future- stuff that's more niche to particular commanders that myself or others in the Artisan Commander Discord have built. If you're interested in trying the format out, I highly recommend joining the server - here's a link. Among other things, we talk about cards new and old, decks that we're brewing, and organize games over Spelltable.