Apprentice Wizard


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition (MED) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
The Dark (DRK) Rare

Combos Browse all

Apprentice Wizard

Creature — Human Wizard

(Blue), Tap: Add (3) to your mana pool.

Apprentice Wizard Discussion

FenrisBurgess on Mono Blue Control

1 week ago

Prepare for a lot of words.

  • If you want to make an "unstoppable" deck utilizing counters, you need to be aware of two things:

1. Counters are not a winning strategy.

2. You need to concentrate your strategy.

  • Your current decklist has counters, time walks, infinite mana, potential infinite draw, and large amounts of ramp.
  • You have no means to win by drawing yourself out, so infinite draw will not help you. In addition, your draw is already lacking.
  • Infinite mana will only help you if you have the combo pieces. This is mono-blue, so finding combo pieces that are creatures or enchantments is going to be very difficult.
  • Extra turns are always nice (except when they're not), but they will do very little if you need to tap out in order to get them. Currently, I see no advantage to taking any extra turns in this deck.
  • The deck looks to be reliant on ramp in order to cast larger spells. Early game ramp looks to be minimal. Even with a large amount of mana early game, there doesn't seem to be a lot you can do with colorless mana.

If you want to utilize counters, pick a strategy:

  • Tempo
  • Mill
  • Artifact Stompy


  • I would advise avoiding high cost spells for the sake of a single combo piece.
  • Deadeye Navigator is not a winning strategy and you're not likely to draw into it or be able to play it early game.
  • If you want to keep it for an Urza or Arcanis Combo, you really only need Peregrine Drake .
  • Make use of merfolk or drakes because they are cheap and let you deal damage earlier.
  • Talrand, Sky Summoner is good for both of these types.
  • If you want to use more wizards, Patron Wizard gives them a lot more utility.
  • Ramp can come in the form of Apprentice Wizard .
  • Find some means to make your creatures unblockable and disincentivize your opponent's from attacking you.


  • Time walks are good for mono-blue mill. You get more upkeep and draw steps, therefore you can mill more.
  • This strategy will require more prison effects, but you will still be able to use your counters to prevent yourself from getting murdered.
  • This doesn't seem like the strategy you want, however.

Artifact Stompy

  • Since you're running Urza already, you can combo everybody to death really easily.
  • You can put all the colorless mana you produce to good use.
  • Infinite mana is much easier to make with artifacts than "Deadeye Drake".
  • Artifacts can be manipulated more effectively and there are a wide range of uses.

In General

  • You need more draw.
  • A centered strategy.
  • A way to best make use of your counter spell theme.

Good luck. Have fun. Don't rob a bank.

Caerwyn on Lazav plus training grounds combo

4 weeks ago

Please remember to link your cards using double brackets:


Pili-Pala , Palladium Myr , Metalworker , Apprentice Wizard , Lazav, the Multifarious , and Training Grounds .

Training Grounds reduces Pili-Pala 's ability to just ; Turning Lazav into Pili-Pala to ; and turning Lazav into any of the others for .

So, for each option:

  • Lazav turns into Palladium for , and taps for . You are up . Turn it into Pili-Pala, untap, you are up and a colored mana. Spend the to turn back into Lazav, you still have one extra colored mana left over. Repeat forever - each time you will net infinite colored mana.

  • Same for Metalworker , though you need at least one artifact in your hand to get this to work.

  • Apprentice Wizard does not work quite as well - you have to spend the colored mana to activate its tap ability, but you'll still net infinite .

HalbrechtHalbrecht on Suicide Black? I prefer Suicide Blue!

8 months ago

Blue isn't very strong in mana acceleration, sadly. There's the obvious "Use mana rocks" answer, but here's some older cards you might prefer:

High Tide is probably the best, because it produces blue mana.

Apprentice Wizard is a blue mana dork. He'll net you two colorless mana.

Energy Tap might also be of use, though I don't prefer the sorcery speed. It's also colorless mana, though in conjunction with all Islands, that might work for you. However, none of your creatures have a terribly high CMC. The most this will net you is {3}, and it's completely useless with Flying Men . It also goes against the goal of this deck, which is to attack or tap down creatures with Old Man.

Mana Drain is extremely expensive (even its reprint in Iconic Masters is like $50!). But obviously amazing if you can afford it.

Turnabout is an interesting one. It gives you a flexible answer to different situations, and in the late game when you have, say, 7 lands, it'll net you 3 mana.

Of all of those, I'd most recommend High Tide , since it's closest to the "ritual" effect you were wanting and produces blue mana. Turnabout would be my next pick.

timmyt1000 on

1 year ago

@Abrown44 it cost 1UU doesn't have haste and cost 1 mana to active I totally could see Apprentice Wizard in a wizard tribal deck. but I'm not sure for generic Mono U decks.

RazortoothMtg on More combo help!

1 year ago

Suns_Champion: Alloy Myr also works to power up Puppet Conjurer for infinite. Similar to Puppet Conjurer you also have Ghoulcaller Gisa, Lich Lord of Unx, and Myr Propagator,, although those last two are gonna need a lot of mana dorks. I can think of Leaden Myr, Silver Myr, Alloy Myr, Apprentice Wizard (if you have a producer it gets you to the for Propagator), Crystalline Crawler, Cultivator Drone (Propagator only), Gold Myr, Magus of the Coffers, Lotus Guardian (painfully expensive), Opaline Unicorn, Scuttlemutt, Vesper Ghoul (although limited), and Kozilek's Channeler.

Another possibility I forgot is Drana's Chosen. The cohort part is easy with Zur as the commander, just tutor Arcane Adaptation and you have another Ally and an infinite combo.

Myr Turbine could be great as well. After playing it, Zur tutors Animate Artifact, Ensoul Artifact, or Tezzeret's Touch and puts it on Turbine, which then goes infinite with Intruder Alarm. Same idea with Summoning Station and Throne of Empires

TheACTR on

2 years ago

@superhuman21: I like the finisher cards you listed and have thought about them as well as Exsanguinate. What do you think I should exchange for them? Same with Torment of Scarabs; I just don't know what to swap it for. That and I think it would draw too much ire from my targeted foe. The mana rocks though are promising. Do you think I should run more fixing or ramp? I will test them over my color fixing and see which is better for me. I may not need the extra color fixing since I have so much fixing in my land base not to mention Ramos is so good at providing colored mana. As for the rest of your suggestions, the Isochron Scepter, Conflux and the Elite Arcanist seem promising and I will test them out but the Apprentice Wizard doesn't really help me much and I don't run enough creatures to warrant the Greaves or Cloak.

superhuman21 on Marchesa'a School of Wizardry and Mischief

2 years ago

Apprentice Wizard, Soul Conduit, Elite Arcanist, Twiddle, Twitch could be interesting additions to a deck like this.
The Conduit while expensive could help to ensure that the dethrone ability is always at full effect. The others are to aid in activating abilities twice.

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