Wizards Everywhere

by dojiashin on 06 October 2011

Main Deck (100 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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Deck Description

Wizard based commander deck. Lead by Azami, Lady of Scrolls.

Deck Tags

  • Experimental

Deck at a Glance

Social Stats

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Like

This deck has been viewed 1,775 times.

Mana Curve

Mana Symbol Occurrence

083000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Wizards Everywhere

Book ahead. Take these or leave them. I had fun researching regardless. ^_^

I'm not sure what you're looking for mechanics-wise for this deck, but I'm going to make a couple suggestions. Wizards aren't know for having beef, so that might be a problem against other EDH decks, unless you can REALLY control the board. Since a decent amount of your creatures can become counterspells, I won't bother suggesting that, but you might want some way to defend your creatures OTHER than by a sacrificing or otherwise disabling one or more of them.

Apprentice Wizard = not great. I doubt you'll be that hard up for mana when more than half your deck costs 3 or less.
Jace's Archivist = Even in EDH, unless you're running a stronger mill theme or some sort, this is going to hurt you as much as it hurts your opponent. Especially since you don't have a way to recover any of those cards lost.
Skywatcher Adept= Not terribly effective for it's cost, even if you can make it a 4/2 fast late game.
Lord of the Unreal = You aren't running any Illusions or Changlings.
Caller of Gales = You don't have anything worth making flying.

There's a few other cards, too, that are not fantastic. In EDH, unless you can ping them for A LOT consistently than Tims (tap-deal-one-damage creatures) aren't going to help you much.

Some replacement suggestions and other things you might want to consider. Take 'em or leave 'em.

Adaptive Automaton=Can become a Wizard when he comes into play and will buff your other creatures.
Willbender = Better fits your them of tricks.
Voidmage Husher = Reusable tricks/defense
Venser, Shaper Savant= works as counter OR a bounce.
Sower of Temptation = NEED this. It's going to be a great way to steal their threats.
Surgespanner = Reusable control.
Sage's Dousing = Mana Leak with a cantrip, plus it's a Wizard spell.
Riptide Laboratory = Saves your creatures. ^_^
Supreme Inquisitor = Neuter their deck.
Shell Skulkin = Not a wizard, but it can protect your wizards from death.
Floodgate= Ditto, and can act as a potential board wiper late game.
Jace Beleren / The Mind Sculpter= Just for the chance to play those ultimates. Card draw and deck manipulation don't hurt, either.
Swiftfoot Boots/Lightning Greaves/Whispersilk Cloak = Defense.
Tolaria West/Mystifying Maze/Halimar Depths = Have a little fun with your land base. ^_^

I could keep going, but ultimately the choices are yours. I'd play with non-creature spells more, some draw spells and enchantments. You really want to control the board until you can get something out there to really take your opponent down.

0
Posted 21 October 2011 at 14:55

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Thank you for your advice. I will look into your suggestions. I don't have many Magic cards anymore and mostly use this site as a way to build decks virtually. You are the first person to comment on one of my decks, so thank you again.

0
Posted 21 October 2011 at 18:40

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