Creature — Human Wizard
Tap an untapped Wizard you control: Counter target spell unless its controller pays (1).
|Want (3)||GrandeKhan , metergram , arthur12345|
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|Commander / EDH||Legal|
Patron Wizard occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Patron Wizard Discussion
2 days ago
- Sphinx of Uthuun: Not a wizard. Already have draw elsewhere.
- Gather Specimens: Fairly expensive. Most of the time just gets one creature. Feels bad to play against.
- Clone: Not a wizard (unless we clone one of our wizards)
- Willbender: Can't use for draw unless face up, at which point it's just a body.
- Voidmage Apprentice: Can't use for draw unless face up, at which point it's just a body.
- Deadeye Navigator: Not a wizard. Offers some protection for VIPs and synergy with ETB effects, but we can probably find more utility elsewhere.
- Thassa, God of the Sea: Not a wizard. Scry is ok, but we have draw elsewhere. Not swinging, so the unblockable component isn't used much.
- Ixidron: Not a wizard. Hides our wizards. We have other boardwipe options.
- Skullclamp: We prefer to keep our wizards on the board, and we don't have many tokens to sac to this, so we can get more draw elsewhere.
- Ancestral Memories: Decent filtering, but we can get more draw and other utility elsewhere.
- Simic Manipulator: Slow to build up. Not many big bodies to keep him growing.
- Urza's Bauble: Just filler.
- Fact or Fiction: We get enough draw elsewhere, we don't really need conditional draw.
- Treasure Cruise: Potentially cheap draw is good, but we don't fill up our graveyard quickly and we generally want to keep things in there if we can.
- Guile: Not a wizard. Fairly big body, and synergy with counters, but a bit too threatening. Want to keep a lower profile.
- Stonybrook Banneret: Make all of our wizards cheaper.
- Thassa's Oracle: Make draw a win condition
- Laboratory Maniac: Make draw a win condition.
- Dakra Mystic: Some group hug to make as a less likely target.
- Baral, Chief of Compliance: Value without tapping. Synergy with spells and counters.
- Ertai, Wizard Adept: Counterspells on a stick.
- Naban, Dean of Iteration: Value without tapping. Synergy with ETB effects.
- Graceful Adept: Value without tapping. Uncaps hand size.
- Patron Wizard: All wizards are now cheap counterspells.
- Portal Mage: Send a big bad away. Synergy with Naban.
- Sage of Fables: Makes wizards bigger. Allows for more draw, without needing to tap. Synergy with Naban.
- Glen Elendra Archmage: Repeatable counters when combined with Sage of Fables.
- Surgespanner: Repeatable bounce when combined with Azami, Lady of Scrolls or Patron Wizard
- High Tide: Instant speed ramp. Cheap enough to throw on Isochron Scepter
- Cyclonic Rift: Clear the board. Roughly replaces Ixidron
4 months 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:
- 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.
- 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.
- 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.
7 months ago
Hello my dude, I also have an Azami list that everyone hates and can give you some advice.
If you want to win you are probably going to need one of these three cards: Dream Halls You have more cards than anyone else, so you get the most value out of it. Can also be used to cast Azami from the command zone. (It's like 20$), Mind Over Matter This goes infinite with Azami out for lab man win. Can also be used for mana generation, fun with Nykthos, Shrine to Nyx ( It's about 20$), or Intruder Alarm The value here is completely insane, you draw buttloads of cards. (It's like 18$). None of them are cheap, but its hard to have a fast lab man win unless you get one of those out. If you want to go really nuts, Paradox Engine is also in this category of "cards that win you the game almost immediately" but it costs 50$ and you need to run mana rocks to make it work optimally.
As for your wizards, you might want to switch a few for better options. Timestream Navigator , Sower of Temptation , Galecaster Colossus are all great and under 2$. Inspired Sprite lets you draw 2 every time you cast a wizard. If your a real monster Beguiler of Wills is disgusting, and if you have Intruder Alarm out... well, you just take every creature as it enters the battlefield. Archaeomancer is also just really good. And Temporal Adept and Portal Mage seems right up your alley.
On the more expensive end you have cards like Patron Wizard Which makes grown men cry. Glen Elendra Archmage Which combos quite well with Sage of Fables or Metallic Mimic in play. Fatespinner which helps keep people from attacking you. Baral, Chief of Compliance can also help reduce the cost of your counter-spells.
Lastly, mana rocks. You definitely need some. Mana rocks are the only way your going to be able cast wizards and still have mana open to counter spells. The faster Azami hits the table the better, and shes costs 5. After playing Azami for years, I can tell you the primary reason I lose is not having mana fast enough (that and everyone ganging up on me for running hard control). I'm only running 8 mana rocks in my list if you count cost reducers, and I'm honestly thinking about pushing that number up to 10 or 11.
Here's a link to my list, maybe you'll see something there you like: Nerds. I can confirm that my playgroup hates it.
8 months ago
I know about Galecaster Colossus and am just unsure if I want to add it or not yet. That said, with the addition of Patron Wizard it might be worth it.
8 months ago
11 months ago
Ixidor, Reality Sculptor is actually my favourite character of the whole magic universe so your deck puts a smile on my face. Thank you for that. I like to suggest you some changes and I try to view those on a budget version. First things first: You need to have a strategy, that can win you the game. Morph is a great mechanic, but you have to take a look at how you want to play.
- Not every creature you play has to have Morph.
- Too much creatures, even for a commander like Ixidor. Skip Aquamorph Entity , Scornful Egotist , Riptide Pilferer , Monastery Flock , Dragon's Eye Savants , Coral Trickster . Those cards won't help you that much.
- Counterspell , Arcane Denial , Forbid : Going deeper into the control strategy, Hinder or Insidious Will are also very good
- Get a better card draw, you have to play a land every turn. Rhystic Study is a bit expensive, but does so much work. Standstill gives you time and almost card draw.
- Extraplanar Lens , Caged Sun or even Sword of the Animist helps you to get more mana
- Equilibrium : I like that card a lot, can return a main threat back to the owners hand
- Propaganda : For not getting attacked all the time.
- Wonder : Because in some time, you have to hit your opponents.
You may also go deeper into the Wizards tribal. Y>ou already have many Wizards in your deck and Ixidor also is one. You won't be able to play big fattie creatures, but there are so many other ways to win the game, especially in blue. For the Wizards I'm thinking of Nameless One , Azami, Lady of Scrolls , Riptide Director , Information Dealer , maybe Patron Wizard . Guess this could be really strong, because with Wizards you gain in addition to the Morph ability a better card draw engine, better control abilities and many tribal connections.
1 year ago
Sweet list! Even focusing on a tribal theme, this deck feels much stronger than the average Marchesa list and looks to play better to her strengths. Some wizards I'd consider are Siren Stormtamer , Sage of Epityr , Goblin Flectomancer , Patron Wizard , and especially Spellseeker and Trinket Mage .