Patron Wizard

Patron Wizard

Creature — Human Wizard

Tap an untapped Wizard you control: Counter target spell unless its controller pays (1).

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Set Rarity
Odyssey (ODY) Rare

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Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Patron Wizard occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Patron Wizard Discussion

KayneMarco on Jodah 5c Wizard Tribal

2 months ago

Curious as to why there’s no Patron Wizard or Riptide Laboratoryin this deck?

bossomus on Thassa Extra Turns

2 months ago

If you want to make this deck more competitive, I have a handful of recommendations of cards to remove as well as cards to add.


  • Gadwick, the Wizened. Only draws the cards when you first play him. Tap ability is only OK.

  • Callaphe, Beloved of the Sea. Paying 1 extra mana in competitive can mean a lot, but this is also a very niche tax. Rarely will this cause opponents to end up even paying 3 extra mana (going even).

  • Dream Eater and Exclusion Mage. Both perform a similar task except Dream Eater does it better. Only issue is that Dream Eater is expensive mana wise and Exclusion Mage is a little specific (and also doesn't create that much pressure). There are better options out there (Galecaster Colossus).

  • Master of Waves. When you blink him, all the elementals that he created the first time immediately die since they are 1/0 's. Makes lots of tokens, but what does that do for your gameplan?

  • God-Eternal Kefnet. I counted the number of spells you made sense to cast off of Kefnet's trigger. There are 13 cards which are good for this. This puts you at a roughly 15% chance of hitting something from Kefnet off of your first draw each turn. Would be better to have something more consistent or some way to combo with Kefnet (e.g. Brainstorm looping an extra turn spell to cast the copy each turn with Kefnet and then putting it back on top).

  • Heraldic Banner. How often do you swing to kill? If it's not that often, maybe consider putting a different rock in here? This one is weird.

  • The Magic Mirror. Ends up usually being 6 mana to draw 3 unless you can manage to stall the game out heavily (or someone else can). It's also VERY easy to remove which sets you really far back. Someone Vandalblasting will hit this, and no one won't pay an extra mana to By Force away your card draw.

  • Finale of Revelation. I personally love this card, but it's bad unless you can do it for 10 or more. It's not instant speed which means you can't really hold up counter magic. The instant speed versions of this give you the opportunity to cast something else when you really need to which is more important 9 times out of 10.

  • Shadowspear. You only have a handful of spells that even target. I also don't see anything in your deck that destroys. Most of your spells hit everything. I'd leave this out even though it's a really fun card.

  • Mass Manipulation. Requires a TON of mana to do anything meaningful. You'd be better off with a creature that can steal a creature until end of turn and then blinking that creature to keep it permanently.


  • Ponder, Preordain, Serum Visions. This package is basically just deck thinning and card selection at the same time. Great for finding combos easily.

  • Glen Elendra, Sage of Fables. Combo which allows you to deny people of casting non-creature spells for only 1 blue. Combos really well with other wizards such as...

  • Galecaster Colossus, Azami, Lady of Scrolls, Patron Wizard. Each of these gives a payoff for tapping wizards. Blinking allows you to untap one of them at end of turn if you have nothing better to do.

  • Just more counterspells. There are plenty out there. You can't win if someone else does!

  • Venser, Shaper Savant. This guy can bounce permanents (this includes lands which can matter sometimes) AND spells. Someone cast a high CMC spell? Bounce it!


Overall, these suggestions are going to raise your power level a lot, so if you're trying to keep things casual still, maybe don't employ all of these. But, if you want to make this deck a lot more powerful, these are some of the best ways to do it.

omega1563 on Azami's Wizard Gang

3 months ago

Planned Changes:

FenrisBurgess on Mono Blue Control

7 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:

  • 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.

Capt_telnet on the Evil Azami that will get me banned from my lgs

10 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.

You might want to upgrade your counter-spell list aswell, Negate , Abjure , Arcane Denial , and Forbid are some that are cheap and good.

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.

DarthVirulence on

1 year ago

ValasCladdana thanks for the suggestions! I already have Azami on my list to get. Patron Wizard looks pretty rad though!

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.

ValasCladdana on

1 year ago

Patron Wizard , Galecaster Colossus , and Azami, Lady of Scrolls would add you some further Wizard abuse. Anytime I see Kasmina these are are just amazing support for her wizard tokens

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