Artifice, I believe, originated on the MtgNews boards, but I'm not sure by whom. I'll do a check with the HGML (Home-Grown Magic League, they make their own Apprentice patches), see if they know.
In general, I think only the more 'spread' themes should be run in Artifice. Land destruction, sure. Maybe an instant cost 2RR, Stone Rain ability, Artifice 5. The spread abilities can be cheap Artifice, since they aren't too dangerous. When you get to more color specific abilities (a la' Disenchant) the Artifice cost should skyrocket. Otherwise, you get black decks splashing Disenchant, which would be a Bad Thing(tm).
This would be an interesting one... The 'non black' clause makes for some odd stuff.
Artifice Dark Banishing
2BB
Instant
Destroy target non black creature. It can't be regenerated.
Artifice: 6
Both Green and Black have (very minor) damage themes, so this might be pretty good. Possibly overpowered, Blue would have a field day with creature removal.
Sparks
3R
Instant
Deal 3 damage to any target.
Artifice: 5
Another option would be to have color-specific abilities, i.e. (the wording is horrid):
Rainbow Spell
2X
X may only be colored mana, and cannot be more or less than 1.
If X is white, destroy target artifact or enchantment.
If X is green, put a 2/2 Beast token into play.
If X is red, deal 2 damage to any target.
If X is black, pay 4 life and draw 2 cards.
If X is blue, counter target spell unless it's controller pays an additional 3.
These card could actually be 'themed,' so to speak. For example, each color could require a different 'payment' to gain an identical effect for each color. Black pays life, red sacrifices land, blue does something else, etc...
On second thought, these cards would be better in draft than in constructed. They'd be pretty tough to use well, and would only have an appreciable impact in five-color decks.
"Twist and turn..."