4
Hapless Researcher
4 Meddling Mage
4 Patron Wizard
4 Shadowmage Infiltrator
3 Stormscape Apprentice
3 Voidmage Prodigy
2 Absorb
4 Counterspell
3 Cunning Wish
4 Opposition
3 Static Orb
4 Adarkar Wastes
3 Flooded Strand
7 Island
1 Plains
2 Polluted Delta
1 Swamp
4 Underground River |
  Cthino's
Wizards.
Description of deck by Aaron
Forsythe (quoted):
In
my limited testing, Wizard decks were either feast or famine. Sometimes
they'd get the Hapless Researcher/Voidmage Prodigy/Patron Wizard draw
and lock you out of the game on turn three. Other times they'd play a
bunch of awful creatures and get run over. But Charlie plugged most of
the deck's holes with the dreaded Opposition/Static Orb combo.
Now, even if the opponent gets creatures down, Opposition can keep them
tied up until the Orb completes the lock. With very few decks playing
artifact or enchantment removal, such a lock can be difficult--if not
impossible--to break. Six permission spells (and three Wishes) take care
of things Meddling Mage, the Prodigy, and the Patron can't handle, and
Shadowmage Infiltrator keeps the cards flowing. Budde, Pikula, Finkel…
that's a lot of Magic Invitationalist cards! As the finals against Rose
proved, the biggest hole in the deck now is a weakness to Goblins. Cheap
burn can prevent the lock from coming down, and an active Sparksmith is
doom for the little Wizards. But no deck is perfect.
Even though the deck is very good, Charlie will be the first to say that
it isn't all that fun. Locking up the game is generally frowned upon in
casual formats, so if you play this online, be prepared for some
derisive remarks.
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