Last updated on December 22, 2025

Foundry Inspector - Illustration by Jason A. Engle

Foundry Inspector | Illustration by Jason A. Engle

There are about 300 creature types in Magic, but not all of them make a sizeable impact. Of all the powerful options, the constructs have some of the most diverse (and powerful) creatures in their ranks.

From things like Myr Battlesphere to Noxious Gearhulk, these artifact creatures come with all kinds of unique abilities and mechanics that make for interesting gameplay. Which are the best constructs, and what makes them great?

Letโ€™s get started!

What Are Constructs in MTG?

Combustible Gearhulk - Illustration by Daarken

Combustible Gearhulk | Illustration by Daarken

Construct is a creature type in Magic thatโ€™s typically reserved for artifact creatures. They donโ€™t have a binding or common theme other than that, but each one brings some kind of unique artifact-based ability alongside it.

Itโ€™s not uncommon to see weird stats, one-of-a-kind abilities, and other powerful effects. They can even rely entirely on X mana costs.

#42. Containment Construct

Containment Construct

As boring as a 2/1 keyword-less creature may sound, many combos use Containment Construct to take advantage of discarded cards, especially in EDH. Plus, whenever youโ€™re looting, youโ€™re getting an extra card. Plan ahead and youโ€™ll get a lot of card advantage.

#41. The Peregrine Dynamo

The Peregrine Dynamo

While Iโ€™m disappointed to see that The Peregrine Dynamo canโ€™t copy abilities from commanders, I still think it has some potential. The ability only costs so you can easily double the value of other abilities for far less than they would otherwise cost to activate a second time.

It only costs 3 mana to get into play, has great stats for a creature that basically never acts like one, and has haste to grant immediate value. If this could copy commander abilities it would easily be a Commander staple.

#40. Workshop Assistant

Workshop Assistant

Workshop Assistant is a cute little construct card. It costs 3 and comes in with 1 power and 2 toughness. Nothing special there, but you can return another artifact card from your graveyard to your hand when it dies.

Youโ€™ll have plenty of high-priority threats and cards youโ€™ll want a cheap insurance plan on in any artifact Commander deck. This card does just that, and it costs only a few pennies. Why not give it a try?

#39. Surge Engine

Surge Engine

Surge Engine is a 2-mana mythic construct with defender that comes in naturally as a 3/2. Itโ€™s got a few abilities that closely resemble evolve at various mana costs to slowly increase its stats and abilities. It upgrades to be able to attack, grows in strength, and finally has a one-time ability to draw three cards for !

There are few things I like more than drawing cards, and I was sold the second I saw that. This is a neat little construct, and a great early creature in a blue artifacts Commander deck.

#38. Corridor Monitor

Corridor Monitor

Corridor Monitor isnโ€™t too special on rate or on its own. Untapping another artifact or creature is neat and has plenty of synergies. This card is most notable not because of its power as a construct, but purely for the fact that it combos with common cEDH staples like Kiki-Jiki, Mirror Breaker and Felidar Guardian.

If you think youโ€™re into playing Derevi, Empyrial Tactician or other similar combo commanders, be prepared to play a copy of Corridor Monitor in the 99.

#37. Zenith Chronicler

Zenith Chronicler
Zenith Chronicler may come last in most alphabetical lists, but it should be among the first you consider in your mono-color decks. This can be an incredible investment after just one turn based on the decks brought to the table.

#36. Chief of the Foundry

Chief of the Foundry

Chief of the Foundry is a 2/3 for 3 that acts as an artifact lord. Lords are always premiere creatures in their various typal lists, and constructs need one just as much.

This doesnโ€™t explicitly buff constructs, but it has a work-around that buffs all your artifact creatures. This works nicely because nearly every construct is an artifact, and there are still some artifact creatures that donโ€™t have the construct type.

#35. Traxos, Scourge of Kroog

Traxos, Scourge of Kroog

In contrast to the previous construct with smaller stats, Traxos, Scourge of Kroog comes in as a whopping 7/7 for just 4 mana. As an ex-Hearthstone player I can confirm that 4-mana 7/7s are usually the way to go.

Traxos comes with a hefty drawback though: It enters tapped and doesnโ€™t untap during your untap step. The workaround is that it untaps whenever you cast a historic spell. It isnโ€™t out of the question that youโ€™ll play one each turn if youโ€™re playing artifact or constructs-matter.

If you think your deck has enough artifacts or other historic spells to keep this thing running, give it a shot!

#34. Sunbird Standard / Sunbird Effigy

Sunbird Standard Sunbird Effigy

Tell me you're a sunburst card without having sunburst as a keyword. Sunbird Standard looks like a simple mana rock at first, but crafting into Sunbird Effigy is where the fun begins. This becomes a colorful bird that could be a Timeless Lotus that can attack in the air.

#33. Metalwork Colossus

Metalwork Colossus

Speaking of big creatures, Metalwork Colossus is a massive 10/10 that costs 11 mana to cast. It has an interesting cost reduction ability that reduces the cost by X, where X is the total mana value of your noncreature artifacts. That doesnโ€™t exactly synergize in a construct setting, but where there are other constructs there are probably other noncreature artifacts.

You can always sacrifice two artifacts to bring this back to your hand. This is going to be one of your premier threats if youโ€™re piloting an artifact deck that goes wide. Like, really wide.

#32. Triskelion

Triskelion

Next is Triskelion, which closely resembles the abilities present on Walking Ballista. Itโ€™s pretty much used in the exact same way.

Itโ€™s a combo piece that works with other counter-producing cards to one-shot your opponents through infinite 1-damage ping abilities. Itโ€™s solid, does its role well, and is a great backup option.

#31. Adaptive Automaton

Adaptive Automaton

Adaptive Automaton is a 2/2 for 3 that enters the battlefield as a chosen creature type on top of being a construct already. It then acts as a lord for that creature type, making this one of the only lords that works with any type!

Of course, any lord is a lord for your creatures if youโ€™re playing a changeling deck, but this card brings that same versatility on the lord itself as opposed to the creatures beingโ€ฆ lorded?

#30. Scrap Trawler

Scrap Trawler

Scrap Trawler is a 3/2 for 3 mana that helps bring back other artifacts from the graveyard whenever something with a higher mana value dies. It doesnโ€™t do much to bring itself back, but youโ€™ll have plenty of permanents at various mana values in a construct-filled artifact deck to help chain them back one by one.

#29. Cityscape Leveler

Cityscape Leveler

Cityscape Leveler is another mythic construct from The Brothersโ€™ War, and itโ€™s a gigantic 8/8 with trample for 8. You get to blow up one nonland permanent of your choice whenever you cast this spell or whenever it creature attacks, with the caveat being that its controller gets a tapped Powerstone token.

It's your classic monster that beats down opponents and blows their stuff up. Itโ€™s amazing in Limited, and itโ€™s great if you can get it out on discount in Commander.

#28. Oildeep Gearhulk

Oildeep Gearhulk

Oildeep Gearhulk is a much tamer Gearhulk from Aetherdriftโ€™s version of this cycle, and itโ€™s clearly designed for 1v1 play or to disrupt control/combo decks. This creature can take a few hits and gain you some life, which Dimir () control decks appreciate, especially against red aggro or burn.

#27. Verdurous Gearhulk

Verdurous Gearhulk

Verdurous Gearhulk unfortunately comes last among the original Gearhulk cycle.

Donโ€™t get me wrong, itโ€™s still a strong construct. A 5-mana 4/4 trampler that distributes four +1/+1 counters among any number of your creatures is nothing to sneeze at. Worst case youโ€™re getting an 8/8 with trample for two green pips.

At best, youโ€™re helping reinforce an already strong board while getting a relatively decent body on rate. I like this construct, and itโ€™s worth playing in some green Commander decks.

#26. Combustible Gearhulk

Combustible Gearhulk

Combustible Gearhulk is a red 6/6 construct with first strike for 6. It gives an opponent the option to either let you draw three cards or have you mill three cards and they take damage equal to those cards' combined mana value.

Your opponent usually chooses to mill and take some damage. But thereโ€™s some strategy to be had. You can pick on someone with a low life total and basically force them to let you draw three cards.

#25. Pyrewood Gearhulk

Pyrewood Gearhulk

Pyrewood Gearhulk is a damage-dealing machine in every deck that curves creature into creature. Itโ€™s already a well-statted creature as a 7/7, and giving +2/+2 and menace to all your other creatures means that your opponents have unfavorable blocks. If youโ€™re not dealing damage to a player, youโ€™re killing many creatures for sure.

#24. Brightglass Gearhulk

Brightglass Gearhulk

Selesnya () can do much better in the creature department, but this construct has value. Brightglass Gearhulk tutors two cards for you, and itโ€™s blinkable. You can assemble many combos that require a 1-mana card when this artifact creature hits the ground, and white artifact decks or enchantress decks can get a lot of value.

#23. Cataclysmic Gearhulk

Cataclysmic Gearhulk

Shifting gears to Cataclysmic Gearhulk, a 4/5 for 5 that comes in with vigilance and creates a pseudo-board wipe when it enters the battlefield. Each player sacrifices down to just one of each nonland permanent type.

This is a pretty cool Gearhulk. It ties in whiteโ€™s board wipes on a decent body. Youโ€™re probably playing this in some kind of white artifact deck, though you have to be careful not to wipe to much of your own board!

#22. Coalstoke Gearhulk

Coalstoke Gearhulk

Coalstoke Gearhulkโ€™s value depends a lot on whatโ€™s in peoples' graveyards. The best aspect of this creature is that you can grab cards from opponentsโ€™ graveyard, so getting a good enters creature like Ravenous Chupacabra or a creature that makes many tokens is very interesting. You can also combine it with the various sacrifice outlets in Rakdos colors. You can use this construct to push damage in aggro decks, or just to get more value in midrange matches. It also goes โ€œkind of infiniteโ€ with clones around, but youโ€™ll have to splash blue for that.

#21. Cyberdrive Awakener

Cyberdrive Awakener

Cyberdrive Awakener isnโ€™t a Gearhulk, but it closely resembles one as a big body for 6 mana. Itโ€™s a flying creature that gives your other artifact creatures flying, and it turns all your noncreature artifacts into 4/4s until the end of turn when it enters.

This is a great way to blow somebody out of the water from nowhere, and it gives blue artifact decks a great lower-power win condition. I really like this one!

#20. Exterminator Magmarch

Exterminator Magmarch

Doubling removal spells is strong. Firing a Doom Blade at a creature and getting another one for free is pure value; same with cards like Unlicensed Disintegration, where youโ€™ll also distribute damage. Exterminator Magmarch synergizes very well with magecraft cards. You also get to regenerate it for cheap to ensure it stays alive.

#19. Noxious Gearhulk

Noxious Gearhulk

The black Gearhulk, Noxious Gearhulk is a 5/4 with menace for 6. It has built-in removal on ETB that also gains you some life. This is a simple yet effective Gearhulk.

I wish it were a little cheaper because that would make it a more efficient and powerful card, but I think itโ€™s already well-balanced. Itโ€™s a great black creature in basically any deck, especially artifact or construct ones.

#18. Riptide Gearhulk

Riptide Gearhulk

Riptide Gearhulkโ€™s enters ability reminds me of Teferi, Hero of Dominariaโ€™s -3 ability. It deals with many problematic permanents, resets counter engines or planeswalkers ready to ultimate, and is awesome with mill effects. You get to do that for each player, so itโ€™s a nice scalable effect in Commander. But thatโ€™s not even half the card: Itโ€™s also a 2/5 double strike and prowess creature that threatens to attack for a lot if you have some spells up your sleeve. Just slapping a +2/+2 aura on this card does the trick.

#17. Torrential Gearhulk

Torrential Gearhulk

Torrential Gearhulk is the blue Gearhulk, a 6-mana 5/6 with flash that also lets you cast an instant in your graveyard for free when it enters the battlefield.

The great part about this one is that it doesnโ€™t have a cost limit on the instant, only that it be an instant and be currently in your graveyard. Getting a free removal spell is always good, and Iโ€™ll never argue with a free Brainstorm. Getting something bigger like a Dig Through Time just feels great.

#16. Clay Champion

Clay Champion

Clay Champion is an interesting card from The Brothersโ€™ War. It fits into green and white decks with various effects depending on how much you pay. I like this one because of its versatility and for the fact that you get great value no matter which direction you go.

It has an infinite ceiling with X in the mana cost, and that further makes it strong in green decks that can ramp out mana like itโ€™s nothing. This one isnโ€™t limited to artifact decks, but it can still thrive there.

#15. Marketback Walker

Marketback Walker

Part Hangarback Walker, part Walking Ballista. Hereโ€™s Marketback Walker for ya! I like that this construct grows fast and is a flexible mana sink. Itโ€™s one that your opponents wonโ€™t want to kill: When they do, youโ€™ll fill your hand with cards. You can use this flexible construct as a beat stick that grows, as a card draw engine if you can sacrifice it, or even as a wincon should you draw your entire deck.

#14. Stridehangar Automaton

Stridehangar Automaton

Stridehangar Automaton is a thopter lord that makes more Thopter tokens if youโ€™re making artifact tokens โ€“ even Constructs, Incubators, and Myr tokens will do. Many commanders that are interested in going wide appreciate this card (Urza, Lord High Artificer, Mendicant Core, Guidelight), and youโ€™re also making 2/2 evasive tokens that are excellent for saboteur purposes (Sai, Master Thopterist). Even commanders like Breya, Etherium Shaper appreciate the extra artifact for sacrifice purposes.

#13. Scrawling Crawler

Scrawling Crawler

Scrawling Crawler is like a colorless Nekusar, the Mindrazer. Punishing people for drawing cards is a staple in casual and competitive EDH. Common strategies like wheels appreciate this card very much, and for once, you can play this in something like mono-blue, a color that usually doesnโ€™t have this kind of reach. Itโ€™s also interesting in red or Rakdos decks that thrive on pinging opponents.

#12. Codie, Vociferous Codex

Codie, Vociferous Codex

Codie, Vociferous Codex is a sweet commander and construct overall. It comes with the unique style of deckbuilding where you canโ€™t cast any permanent spells, and the activated ability makes for some fun and interactive spellslinging strategies.

Codie certainly has plenty of room for combos and other unique instant-based interaction, but I think itโ€™s just as fun in an all-spells casual deck!

#11. Silent Arbiter

Silent Arbiter

Silent Arbiter is as good on offense as it is on defense. On top of shutting down token decks and other strategies that go super wide, it makes creature with menace completely unblockable.

Iโ€™ve mostly been limited to using this card as a defensive layer in control decks, but Iโ€™ve been run over more times than Iโ€™d like to admit by some beefed-up commander with menace that I now can no longer block.

#10. Thought Monitor

Thought Monitor

Thought Monitor is an incredible card for basically any artifact deck, and itโ€™s a key inclusion in the classic affinity and 8-cast decks. It also has some great potential in Commander. Itโ€™s a format that has plenty of artifacts, and artifact decks can quickly go wide with all kinds of mana rocks and small permanents. This card is super playable there.

I include this in basically every single artifact-based Commander deck Iโ€™ve ever played. With things like Sol Ring and Arcane Signet in play, you get additional value out of the affinity mechanic. You can play this thing on turn 2 with two lands, a Sol Ring, and the Arcane Signet.

#9. Chaos Defiler

Chaos Defiler

Chaos Defiler hails from Warhammer 40k. This Rakdos () demon construct is a 5-mana 5/4 with trample. Its Battle Cannon ability states that you get to select a nonland permanent each player controls and blow one of them up at random whenever it enters the battlefield or dies.

This card isnโ€™t the most powerful construct, no doubt about that, but it comes in with great stats for the mana cost and you can take advantage of the ability at least twice. Pair that with the fact that Rakdos and adjacent decks typically have more than enough ways to reanimate this, and itโ€™s a great value machine.

#8. Myr Battlesphere

Myr Battlesphere

Myr Battlesphere is a classic card in the Commander format, and itโ€™d be a crime if I didnโ€™t include it. The Battlesphere comes in with weird 4/7 stats for 7 mana, but its abilities are what youโ€™re after.

Its ETB ability makes four other 1/1 tokens and the attack trigger gives it +X/+0 for each myr you can tap when the ability resolves. It also does X to whatever itโ€™s attacking, ensuring the damage gets through. Itโ€™s a classic end-gaming creature that goes deep when it needs to and even has the combo potential many cEDH players are after.

#7. Cryptothrall

Cryptothrall

Cryptothrall is another card from Warhammer 40k. Itโ€™s a 3/3 for and has a simple ability: Your other artifact creatures have hexproof.

Hexproof is an incredible ability that offers nearly unparalleled levels of protection for your creatures. Youโ€™re going to have to face down exactly a board wipe if your opponents want to get rid of your things, and that isnโ€™t always easy to do if there isnโ€™t a white deck at the table.

Iโ€™m glad to see this card in play. This kind of effect wasnโ€™t nearly as easy to acquire before the 40K releases, and the format is better for it.

#6. Hangarback Walker

Hangarback Walker

Hangarback Walker is a neat little construct that comes in with +1/+1 counters equal to X, where is in the mana cost. You get a number of 1/1 Thopters equal to the number of +1/+1 counters on it whenever it dies. It can also get a +1/+1 counter whenever you elect to pay one and tap it.

This is one of the most powerful artifact creatures. Hangarback Walker also has a lot of combo potential with +1/+1 counters on top of the limitless potential available through the X costs. Through various other mechanics, especially with regards to Hardened Scales strategies, thereโ€™s plenty of room to combo out with the Walker.

#5. Kuldotha Forgemaster

Kuldotha Forgemaster

Kuldotha Forgemaster is a 3/5 for 5 that has a simple ability that lets you sacrifice three artifacts to tutor out any artifact card from your library and put it onto the battlefield. Artifact tutors arenโ€™t the most common thing in the world, but this is a great, consistent way to turn meaningless Thopters or Treasure tokens into high-value permanents with no mana value limit.

Put simply: If youโ€™re playing artifacts, you also need to be playing Kuldotha Forgemaster.

#4. Metalworker

Metalworker

Metalworker is, without a doubt, the most expensive construct on this list. Itโ€™s a 1/2 for 3 that can tap to add 2 to your mana pool for every artifact in your hand. The kind of decks playing cards like Metalworker are usually made of nearly entirely artifacts, especially in Vintage, and are built specifically to get upwards of 6-8 mana from one activation.

Youโ€™re likely only a few turns from victory through the sheer level of excess mana youโ€™ll produce if youโ€™re able to pick this one up and get it churning in a game of Commander at any level. Donโ€™t even get me started on playing this card ahead of the curve.

#3. Foundry Inspector

Foundry Inspector

Foundry Inspector is a 3/2 for 3 thatโ€™s barely playable on rate. But the single ability of discounting all your artifact spells by is just incredible. This makes so many mana rocks either neutral or positive.

When nearly every single card you play has generic mana as the main cost, this is a great way to get a discount across the board.

#2. Walking Ballista

Walking Ballista

Walking Ballista is one of the most comboโ€™d cards in Commander right now. On top of being a great creature on its own (itโ€™s a mana sink that can deal small amounts of damage to pesky hatebears or other creatures), itโ€™s a simple way to turn infinite mana into infinite damage at instant speed.

It doesnโ€™t get much better than this when it comes to combos with constructs, believe me.

#1. Construct Token

Construct

The Construct token takes the top spot. Sure, it isnโ€™t a castable card, but the fact that it exists and is so easily generated through the likes of Urza's Saga has transformed Modern and other Eternal formats.

Itโ€™s even had a sizeable impact in Commander through Urza, Lord High Artificer and basically any other artifact commander. You even get the extra artifact tutor to get some value and buff up your tokens if youโ€™re playing something like Urza's Saga.

Best Construct Payoffs

Construct

Construct tokens make for a great payoff in construct-based decks. Since a lot of construct creatures are artifacts, you get an extra +1/+1 for each construct in play. Theyโ€™re also constructs themselves, so you can buff them with both construct and artifact lords.

These tokens get out of control very quickly. Youโ€™ve also got room for token-multiplying cards that duplicate these and pump out plenty of damage if youโ€™re playing green.

Constructs generally want other constructs so here are some solid ways to construct constructs, with both commanders and non-commanders: Urza, Chief Artificer, Mishra, Eminent One, Vihaan, Goldwaker, Dollhouse of Horrors, Digsite Engineer, and Simulacrum Synthesizer.

Jan Jansen, Chaos Crafter

Jan Jansen, Chaos Crafter is another interesting one, allowing you to sacrifice an artifact to get two, whether turning noncreatures into two constructs or a creature into two Treasures. No matter what, youโ€™re expanding your artifact business, and constructs can use the numbers.

Breya, Etherium Shaper

Breya, Etherium Shaper is one of the most prominent artifact commanders in the game, and it has tremendous power to this day. Constructs fit naturally into artifact decks. With Breya youโ€™ll be able to use all your construct creatures to deal damage, reduce creaturesโ€™ combat stats, and even gain life.

Itโ€™s that versatility and extreme synergy that has helped Breya, Etherium Shaper to rise to the top, and construct creatures can only add to that immense power.

Wrap Up

Kuldotha Forgemaster - Illustration by JD

Kuldotha Forgemaster | Illustration by JD

Thank you for following my deconstruction of constructs! Theyโ€™re a severely underrated creature type on their own, and I bet you didnโ€™t even realize how prevalent the subtype is on creatures.

What do you think of my rankings overall? Which ones did I miss, and which ones deserve a different spot on the list? What about your favorite payoffs? Let me know your thoughts in the comments or come talk about it over in the official Draftsim Discord.

Until next time, stay safe and stay healthy!

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2 Comments

  • Foo October 14, 2023 7:44 am

    No spellskite?

    • Jake Henderson
      Jake Henderson November 19, 2023 7:51 pm

      Hey Foo, thanks for reading. I don’t think spellskite is a construct, it’s a Phyrexian Horror.

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