
Mana Value
2
Special Set
Universes Beyond
Popularity
#1,565
of 3,381 commanders · via EDHREC
Legendary Artifact Creature — Robot
Whenever Curie deals combat damage to a player, draw cards equal to its base power.
{1}{U}, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
1/3
Midrange · Steady · Minimal interaction · Wins by combat
Artifact decks are for players who want cheap permanents, mana rocks, and utility pieces to become one connected engine. This strategy wants to build artifact count and mana density, using artifact commanders, cost reducers, Treasure, recursion, and untap effects, to win through construct armies, loops, or artifact payoffs. Unlike Equipment, it cares about every artifact rather than just weapons, and unlike Ramp it turns the mana rocks themselves into the engine instead of only casting bigger spells. The best artifact decks EDH players build reward careful sequencing because each small piece can convert the next piece into more mana or cards.
Card Draw decks are for players who want a full hand to be the engine, the protection, and eventually the win condition. This strategy wants to draw extra cards every turn, using card draw commanders, repeatable engines, wheels, and draw payoffs, to win through card advantage EDH plans such as damage triggers, stocked interaction, or superior late-game resources. Unlike Control, it is not only answering threats, and unlike Spellslinger it cares about the draw event more than the spell cast. The best card draw commanders either refill you directly or convert each extra card into pressure.
Voltron decks are for players who want the game to revolve around one protected attacker and the timing of each combat step. This strategy wants to build one creature, usually a commander, using equipment and auras for power, evasion, and protection, to win through 21 commander damage on each opponent. Unlike Tokens or Aggro, Voltron does not spread pressure across many bodies, and unlike broad Equipment decks the gear is focused on one threat rather than a wider artifact engine. The best Voltron commanders make commander damage decks feel like a resource puzzle: suit up, connect, protect the threat, then rebuild if the table answers it.
| # | Commander | Identity | Strategy | Price | Price Trend |
|---|---|---|---|---|---|
| 01 | Mill | $1.08 | ▲ 80.0% | ||
| 02 | Extra Combats | $0.49 | ▲ 2.1% | ||
| 03 | Treasure | $42.33 | ▼ 0.5% | ||
| 04 | Aristocrats | $4.76 | ▲ 6.2% | ||
| 05 | Lands Matter | $12.84 | ▼ 0.7% | ||
| 06 | Group Hug | $5.63 | ▲ 110.1% | ||
| 07 | Equipment | $7.99 | ▲ 238.6% | ||
| 08 | +1/+1 Counters | $3.94 | ▼ 3.7% |