Inalla, Archmage RitualistInalla, Archmage Ritualist | Art by Yongjae Choi

Wizards are as old as the concept of magic and varied as the cultures they appear in. And Magic takes this in stride, depicting hundreds of wizards across dozens of planes using a variety of spells and techniques.

But how do you play Wizards in Commander? What are the strengths and weaknesses of Wizard decks? And how do you win with Wizards in Commander?

This EDHREC Guide is here to answer all of these questions.


What Are Wizards?

1. History of Wizards in Magic

Wizards have been in Magic since Alpha and have only continued to grow from there.

since their inception, they have appearances in every color and often involve powerful abilities to compensate for middling statlines.

Typically, each plane will have multiple factions or culture groups and those factions will each have a variety of Wizards within them dependent on the plane's needs.

For instance, Zendikar possesses a number of elementalists who control Elementals while Innistrad's Ghoulcallers wake the dead.

On Ravinca, the entire Izzet guild is reliant on the melting pot of many different Wizards pooling their genius together.

Niv-Mizzet, Parun
Tempest Angler
Kefka, Dancing Mad

In the Grand Creature Type Update, the Wizard creature type absorbed a variety of spell-casting classes such as Mage, Sorcerer, Sorceress, and Witch.

Unlike many other creature type updates, though, Wizards weren't intended to be a catch-all for spellcasters!

Warlocks still occupy the niche, Shamans the , Druids the , and Clerics the .

These disparate spellcaster creature types represent different 'flavors' of magical practice, where all those obsolete classes subsumed by Wizard had the same flavor of studying arcane power to manifest spells.

Wizards are also considered to be part of a 'party' alongside Clerics, Rogues, and Warriors.


Pros and Cons of Playing Wizards in Commander

1. Benefits of Playing Wizards

Spellslinging

If you want to play a Spellslinger deck, Wizards are your best friend.

They often have powerful synergies with casting or reclaiming instants and sorceries, with the prowess keyword being quite common among them.

They might grant cost reduction, grant you creature tokens, or copy certain spells you cast.

Wizards are reliant upon but also wholly support spell slinging, burn damage, and stack control.

And with their concentration in , they have access to quite powerful instants and sorceries!

Veyran, Voice of Duality
Stormcatch Mentor
Talrand, Sky Summoner

Hitting the Books

Many Wizards, as a result of being , enjoy granting you information you wouldn't otherwise have access to.

This might be scrying, surveilling, or always having access to the top card of your deck. In some cases, you can even play that top card.

On top of that, many Wizards also grant you the ability to draw cards!

These Wizards grant you incredible control of what your hand and near-future hand will be, making informed decisions about what makes it to the top of your library and what happens once it makes it there.

Nalia de'Arnise
Azami, Lady of Scrolls
Aether Channeler

Unlimited Power

Wizards really do it all, with only a few slices of the color pie being inaccessible to them.

They duplicate ability triggers, synergize with multiple creature classes such as Monks and the rest of the party, and can reclaim cards from the graveyard.

Alternatively, they can deal incredible damage directly to your opponents.

Most Wizards can only do one specific thing, as most creatures do.

But the variety of what Wizards as a creature type have access to is astounding. Effectively, anything their magic can accomplish!

Naban, Dean of Iteration
Fandaniel, Telophoroi Ascian
Archmage of Echoes

2. Drawbacks of Playing Wizards

Hit the Gym

Wizards have to make a choice, either to have a powerful ability or decent power and toughness.

Many times, Wizards choose the former. And as a result, you can make copies of your instants or reclaim your sorceries but your most powerful creature is a 3/3 you can't afford to block with.

There are certainly exceptions, though, mostly occupying the 'battle-mage' archetype or Wizards which possesses prowess.

These Wizards often have lower-powered abilities than others, but they generally still have an ability to supplement their statline. Therefore, you'll rarely have a Wizard that is 'just' a blocker.

Queen Brahne
Storm-Kiln Artist
Kuja, Genome Sorcerer

Education is Expensive

Even mid-range Wizards tend to be very expensive and, as discussed above, they almost never have a power or toughness exceeding their mana cost.

This is coupled with their reliance on instants and sorceries, meaning you not only have to have the mana to cast your Wizards but also enough saved to maintain the board state.

Wizards get around this mostly by fielding creatures who reduce the cost of your Wizards, though the mana generation of provides can offset this as well.

So long as you don't get impatient, you'll be able to slowly build up a force of Wizards while retaining enough mana to respond to threats each turn.

Stonybrook Banneret
Kykar, Wind's Fury
Baral, Chief of Compliance


The Best Wizard Commanders

1. The Most Popular Wizard Commanders

Inalla, Archmage RitualistInalla, Archmage Ritualist

Inalla, Archmage Ritualist

Inalla, Archmage RitualistInalla, Archmage Ritualist has Eminence, a keyword that allows it to provide value while on the battlefield or in the command zone.

Inalla in particular gives you the ability to pay when a nontoken Wizards enters the battlefield (ETB) under your control in order to create a copy of that Wizard.

The copy gains haste and is exiled at the beginning of the next end step.

With only you can double the discount from a cost-reducing Wizard, the damage of a pinging Wizard, or the spells reclaimed from a retrieval Wizard.

Many of Wizards' most powerful effects are reliant upon ETB, and since this is an Eminence ability your opponents can't shut it down easily.

The ability to tap five Wizards to cause a player to lose seven life is useful and made easier by the extra Wizard tokens you'll be forming, but not the main draw of Inalla.

It's useful for ensuring value from your tokens before they're exiled and can occur more than once per turn!

Azami, Lady of ScrollsAzami, Lady of Scrolls

Azami, Lady of Scrolls

Azami, Lady of ScrollsAzami, Lady of Scrolls gives every one of your Wizards the ability to tap and allow you to draw a card.

This increases your card draw with a limit only determined by how many Wizards you have.

And your Wizards often have abilities that don't need to be tapped to be activated, meaning they still grant their intended value.

Pair this with the fact your Wizards likely won't be blocking, and this is effectively free card draw!

Bria, Riptide RogueBria, Riptide Rogue

Bria, Riptide Rogue

Bria, Riptide RogueBria, Riptide Rogue ensures that all of your creatures have prowess, gaining +1/+1 until end of turn each time you cast a noncreature spell.

Not only does this stack with any other creatures' prowess keywords, but Bria has the additional effect that each noncreature spell you cast makes a target creature unable to block for the turn.

Bria is a more much aggressive and active commander than most Wizards, actively pushing your board state to attack and giving you the ability to compensate for Wizards' poor power.

Depending on how many spells you're casting in a turn, you can devastate even a well-guarded opponent by bypassing their defenders, swinging with prowess, and dealing direct damage with instants and sorceries.

Alania, Divergent StormAlania, Divergent Storm

Alania, Divergent Storm

Whenever you cast a spell, if it's the first instant, sorcery or Otter spell other than Alania, Divergent StormAlania, Divergent Storm  you've cast this turn, you can let an opponent draw a card. If you do, you can copy that spell.

This allows you to dip into group Group Hug, particularly when paired with other spells oriented around benefiting any target including your opponents.

But it also isn't that high a cost to simply get free copies of your instants and sorceries, given your ability to double anything from damage to card draw to alternate win conditions.

It can even support combining an Otter subtheme into your Wizard typal deck, given the power of certain Otter Wizards such as Alania.

Kuja, Genome SorcererKuja, Genome Sorcerer

Kuja, Genome Sorcerer

Each of your end steps, Kuja, Genome SorcererKuja, Genome Sorcerer creates a 0/1 Wizard that deals 1 damage to each opponent for every noncreature spell you cast.

Then if you have four or more Wizards, Kuja transforms and has a new ability where Wizards you control deal double damage to permanents and players.

This doubles the pinging damage from the 0/1 Wizards Kujo previously created, providing up to eight damage per noncreature spell cast as many times as you have creatures to cast.

Though this also doubles the damage dealt from their activated abilities or combat damage from toughness, empowering Wizards with prowess even further.

The intended setup is to further the strength of your Wizard tokens, though this is far from the only synergy.

2. Some Underplayed Wizard Commanders

Kaza, Roil ChaserKaza, Roil Chaser

Kaza, Roil Chaser

Kaza, Roil ChaserKaza, Roil Chaser is two-mana 1/2 with flying and haste which can tap to reduce the next instant or sorcery spell's cost by X, where X is the number of Wizards you control.

Assuming you have two other Wizards upon casting Kaza, this ability immediately reduces the instant or sorcery for more than Kaza cost.

Kaza's greatest weakness is its frailty paired with an increasing commander tax, leading to lower and lower immediate returns.

A commander granting cost-saving to other cards is incredibly powerful so long as you save more than you're spending.

Should you have any ability to protect Kaza, the cost reduction will add up overtime even after playing Kaza with a commander tax.

Naban, Dean of IterationNaban, Dean of Iteration

Naban, Dean of Iteration

Naban, Dean of IterationNaban, Dean of Iteration causes any ETB effects from Wizards you control to trigger an additional time.

There are quite a few Wizards that have an ETB such as ArchaeomancerArchaeomancer, where the ability to repeat it doubles its value.

Most Wizards provide their value from their abilities, so many of these ETB Wizards struggle to add value other than being a 'Wizard on the board' upon being cast.

Naban doesn't extend their usefulness past their casting, but does enhance it.

Adeliz, the Cinder WindAdeliz, the Cinder Wind

Adeliz, the Cinder Wind

Adeliz, the Cinder WindAdeliz, the Cinder Wind effectively, but does not literally, grant prowess to all of your Wizards. Including itself!

Adeliz's ability only activates upon casting instants and sorceries, but it pairs with existing prowess keywords or Wizard activations from casting noncreature spells.

Depending on what spells you can cast in a turn, it can even turn middling Wizards with 1/1 and 2/2 statlines into genuine threats that need to be responded to independent of whatever abilities they might have.


Staples for Wizard Commander Decks

1. Creatures

Mysidian ElderMysidian Elder

Mysidian Elder

Mysidian ElderMysidian Elder has an ETB to create a 0/1 Wizard that deals a damage to each opponent whenever you cast a noncreature spell.

This provides you two Wizards for the cost of one while dealing consistent damage each time you cast a noncreature spell.

The natural synergy is with commanders such as Kuja, Genome SorcererKuja, Genome Sorcerer, but using a 1/3 as a blocker while protecting a 0/1 that pings each noncreature spell cast is a sustainable strategy!

Particularly if you can double the ETB to create multiple tokens or reclaim it from the graveyard.

Nalia de'ArniseNalia de'Arnise

Nalia de'Arnise

Nalia de'ArniseNalia de'Arnise is intended to assist you in forming a party, allowing you to look at the top card of your library and cast Clerics, Rogues, Warriors, and Wizards from it.

Each combat you have a full party, put a +1/+1 counter on each creature you control and grant them deathtouch until end of turn.

For a Wizard typal deck, this is still useful!

However, the greatest value it provides is in allowing you greater access to Wizards from the top of your library with no need for the remainder of the party.

Your Wizards likely won't be swinging directly, meaning that +1/+1 counters and deathtouch won't be useful.

Storm-Kiln ArtistStorm-Kiln Artist

Storm-Kiln Artist

Storm-Kiln ArtistStorm-Kiln Artist gains +1/+0 for each artifact you control while also creating a Treasure token each time you cast or copy an instant or sorcery spell.

This, of course, is a self-building synergy where casting spells grants you more Treasure tokens which increase Storm-Kiln Artist's power.

But the most valuable contribution it grants is the ability to create Treasures off of casting and copying instants and sorceries.

This effectively decreases the cost of any instant or sorcery by one mana of any color, ensuring you can keep up the pressure.

2. Artifacts

Isochron ScepterIsochron Scepter

Isochron Scepter

Isochron ScepterIsochron Scepter allows you to exile an instant from your hand with converted mana cost two or less from your hand. You may then copy it and cast the copy for on.

This allows you repeatedly cast a low-costed instant, triggering multiple ability activations from your Wizards each time you cast and potentially even each time you copy it.

What instant you copy is variable based on your needs, but something repeatable and flexible in its target are the best options.

Robe of the ArchmagiRobe of the Archmagi

Robe of the Archmagi

Robe of the ArchmagiRobe of the Archmagi synergizes best with Wizards with prowess, being only to equip to them and allowing you to draw cards equal to the combat damage they deal.

Even for a low-power Wizard, drawing two or three cards by swinging them at an open opponent will give you an incredible amount of value over time.

Equipping the robe to a dedicated attacker will fill up your hand in a single turn.

3. Enchantments

Stormchaser's TalentStormchaser's Talent

Stormchaser's Talent

Stormchaser's TalentStormchaser's Talent is a Class enchantment, meaning it begins at Level 1 and you must spend additional mana to advance it up to its maximum of Level 3.

At Level 1, you create a 1/1 Otter with prowess. At Level 2, you may instantly return an instant or sorcery from your graveyard to your hand.

And at Level 3, any time you cast an instant or sorcery spell you create a 1/1 Otter with prowess.

While expensive, the highest-value of this Class is the ability to create an Otter with prowess each time you cast an instant or sorcery.

Even though they aren't Wizards, that's still bodies that scale with your spellslinging to occupy your side of the board.

Paired with an Otter commender, you can very easily run a dual-typal Wizard Otter deck, though that's not a requirement to get incredible use from this Class.

Thousand-Year StormThousand-Year Storm

Thousand-Year Storm

Thousand-Year StormThousand-Year Storm allows you to copy an instant or sorcery you cast for each other instant and sorcery spell you cast before it this turn.

This only scales off of spells you cast, not copies of them made by the Storm, but it still scales quickly!

With any amount of card draw or cost reduction, this can lead to an incredible amount of copies for your spells cast, turning a Lightning BoltLightning Bolt into a board wipe or even a win condition.

Artist's TalentArtist's Talent

Artist's Talent

Artist's TalentArtist's Talent is another Class, this time reliant on enhancing your noncreature spells.

At Level 1, casting a noncreature spell allows you to discard a card in order to draw a card.

At Level 2, your noncreature spells cast less. Level 3 increases your noncombat damage by 2.

This greatly enhances your flexibility in instants and sorceries in particular, allowing you to shape your hand while casting them for cheaper and hitting harder.

If you're struggling for mana production, stretching to hit Level 2 and then just sitting on it will save you quite a bit of mana going forward.

The extra damage is something you can invest in once you stabilize your mana production.

4. Instants and Sorceries

Lightning BoltLightning Bolt

Lightning Bolt

Lightning BoltLightning Bolt is a instant that deals three damage to any target.

It's cheap, it's versatile, and it is downright oppressive when paired with a Wizard deck.

You can increase its damage, copy it to cast it again, reclaim it from the graveyard, trigger activated abilities from it, and so much more.

There are many spells like it, which are cheap, high-value instants and sorceries that are useful on their own and enhanced further through synergies with Wizards.

Most are considered color staples so I won't mention them here, but things like CounterspellCounterspell, NegateNegate, OptOpt, ConsiderConsider, and even something like Blasphemous ActBlasphemous Act all occupy a similar state.

PonderPonder

Ponder

PonderPonder allows you to look at the top three cards of your library and return them in any order for , then draw a card.

It's cheap, it's effective at sculpting your upcoming hands, and it triggers your Wizard triggers! Great all around.

Step ThroughStep Through

Step Through

Step ThroughStep Through allows you to return two creatures to their owners' hands, which can shut down a built-up opponent or allow you regain the benefits of your own Wizards' ETB.

You can even split the difference and choose one of each, depending on what best suits the scenario.

Additionally, you may discard it for in order to search your library for a Wizard and add it to your hand.

This ensures you'll find value from Step Through, even if it isn't by directly casting it.

5. Planeswalkers

Ral, Crackling WitRal, Crackling Wit

Ral, Crackling Wit

Ral, Crackling WitRal, Crackling Wit gains a loyalty counter each time you cast a noncreature spell.

In addition to this, it can gain one by creating a 1/1 Otter with prowess. This means you'll be able to keep Ral's loyalty high and jump it up into the double digits almost immediately depending on your hand when casting it.

For -3 loyalty counters you can draw three cards and then discard two.

Ral's ultimate allows you to both draw three cards and also grant you an emblem where your instants and sorceries gain storm.

This means they're copied for each spell cast before it this turn.

This isn't only powerful, it's also entirely reasonable given how many noncreature spells you'll be casting!

Any number of one-two mana instants can provide both a loyalty counter alongside independent value, meaning you may not even need to create an Otter with prowess to use Ral's ultimate.

Ral, Storm ConduitRal, Storm Conduit

Ral, Storm Conduit

Ral, Storm ConduitRal, Storm Conduit is a different rendition of the same planeswalker. Instead of gaining loyalty counters, whenever you cast or copy an instant or sorcery spell, Ral deals a pint of damage to an opponent or planeswalker.

It can increase its loyalty to scry and it can decrease to copy your next instant or sorcery.

While scrying one card is underwhelming, the passive ability to deal continuous targeted ping damage can't be overstated.

It synergizes with Ral's second activated ability and will also trigger regularly on your turn, granting a great vector of pressure to whittle down planeswalkers or chip away at an opponent.

Jace, Wielder of MysteriesJace, Wielder of Mysteries

Jace, Wielder of Mysteries

Jace, Wielder of MysteriesJace, Wielder of Mysteries is an odd one, allowing you to win the game if you would draw from an empty library.

Jace's ultimate also allows you to draw seven cards and win the game if you would have no cards in your library after that.

His +1 forces a player to mill two cards and then you may draw a card.

This doesn't directly synergize with Wizards, but it synergizes with card draw and self-mill.

It effectively functions like a more-expensive Thassa's OracleThassa's Oracle and has a known combo with PolymorphPolymorph, but it doesn't actually go against the Wizard strategy.

Consistent card draw paired with control of your opponents' libraries is useful in any deck, regardless of if you're going for the alternate win condition.

6. Utility Lands

Mystic SanctuaryMystic Sanctuary

Mystic Sanctuary

Mystic SanctuaryMystic Sanctuary enters unless you control three or more other Islands, which Wizards will have no trouble playing with their concentration in .

If you manage to hold off and ensure Mystic Sanctuary isn't tapped, it gains an ETB to return an instant or sorcery from your graveyard on top of your library.

This effect won't activate until you have multiple Islands, which means you're likely going to have gone through more than a handful of turns before using it.

That gives plenty of time to activate a noncreature spell you'd like to return to your library, of any power level across low and mid-range costs.

Otawara, Soaring CityOtawara, Soaring City

Otawara, Soaring City

Otawara, Soaring CityOtawara, Soaring City can be discarded for to return an artifact, creature, enchantment, or planeswalker to its owner's hand.

This costs less for each legendary creature you control, meaning your powerful Wizards with big effects.

Returning nearly any permanent to its owner's hand for is great, particularly if you're already doing fine with lands and don't mind discarding it.

This can be used to remove a particularly problematic creature, shut down a tax like PropagandaPropaganda, or return your own permanents to your hand and allow you to capitalize on their ETB.

Alchemist's RefugeAlchemist's Refuge

Alchemist's Refuge

Alchemist's RefugeAlchemist's Refuge gives you the ability to cast your spells as though they had flash for .

This has no significant difference on instants, but it gives you out-of-turn creature ETB effects, surprise enchantments, and sorceries changing the board state right before your upkeep.

The unpredictability of this can really throw your opponents off their game while the flexibility it allots you can allow for some pretty flashy displays of power. It certainly requires some planning, but it's a good option to have.


How To Win With Wizards in Commander

1. The Main Game Plan

Wizards rely upon your noncreature spells, most notably instants and sorceries.

Many have low power and toughness, existing only to retrieve noncreature spells from the graveyard or copy them upon casting.

A fair few Wizards have an ability that triggers each time an instant or sorcery, sometimes any noncreature spell, is cast. Sometimes even when they're copied!

These effects are often minor and meant to supplement the noncreature spell's effect, but adding up over both time and volume can lead to devastating waves that beat down your opponents.

Mysidian Elder
Archaeomancer
Guttersnipe

Otherwise, Wizards want to strengthen a few combat-oriented creatures with prowess or Magecraft and open up the field to allow them to attack directly.

These are explosive, dynamic decks that want to maximize their mana expenditure in a single turn.

They cast a number of inexpensive instants and sorceries to pump their creatures, removing or tapping key blockers, and attempting to take down an opponent in a turn or two.

Storm-Kiln Artist
Veyran, Voice of Duality
Tempest Angler

2. Other Ways To Win With Wizards

There are number of combos Wizards have access to, be it two-turn combos restricted to higher brackets or methods of creating infinite triggers of Magecraft.

Often, these combos are reliant on card draw, instant casting triggers/reclamation, or the ability to ping for a small amount of damage multiple times per turn.

Some of them don't even involve Wizards, though they're Wizard-aligned and synergize with Wizard strategies even if not of they same creature type.

Niv-Mizzet has multiple iterations who deal a damage to any target upon you drawing a card, which can be paired with an enchantment to allow you to draw a card upon dealing damage.

Niv-Mizzet, Parun
Curiosity
Niv-Mizzet, the Firemind

Storm-Kiln ArtistStorm-Kiln Artist can go infinite with multiple different spell combinations, relying on keywords such as buyback to create Treasure tokens it then spends to cast additional copies of spells.

Storm-Kiln Artist
Seething Song
Reiterate

Ghostly FlickerGhostly Flicker allows you to return creatures such as Peregrine DrakePeregrine Drake and ArchaeomancerArchaeomancer to your hand, gaining the effects of their ETB once more and returning Ghostly Flicker to your hand for one more untapped land than you started with.

Ghostly Flicker
Peregrine Drake
Archaeomancer