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Core Set

WIZARDS

Medium

Draw and play a lot of cards each turn, especially actions.

Description

The Wizards faction, part of the Core Set, leverages their mastery of arcane knowledge to cast intricate spells. With a medium complexity rating, they specialize in drawing and playing extra cards, particularly actions. This faction consists of 10 minions and 10 actions, with a total base power of 24, averaging 2.4 power per minion, which is lower than the standard 30 and 3 average. Their actions include Mass Enchantment, Mystic Studies, Portal, Sacrifice, Scry, Summon, Time Loop, and Winds of Change. Notably, none of their actions directly increase a minion's power, and there are no play-on-minion or play-on-base actions. Key minions include the Archmage, with a power of 4 and the ability to play an extra action, the Chronomage, with a power of 3 and the ability to play an extra action, the Enchantress, with a power of 2 and the ability to draw a card, and the Neophyte, with a power of 2 and the ability to reveal the top card of the deck and play or draw it as an extra action. The Wizards' abilities focus on drawing and playing extra cards, with many of their cards allowing for rapid deck cycling. This faction excels at supporting other factions, particularly those with an abundance of actions or abilities that benefit from extra card plays. When paired with factions like Mythic Greeks, Ghosts, Minions of Cthulhu, or Zombies, the Wizards' extra draws and plays can create powerful synergies. To effectively play the Wizards, it's essential to conserve key actions for critical moments in the game, as playing every available action can lead to a hand filled with minions. By arranging the deck to anticipate upcoming draws, players can execute complex card combinations. The Wizards' strengths lie in their ability to amplify the impact of their partner faction, making them a valuable support faction in the game. The Arcane Protector titan, available in the TITANS Event Kit, provides additional support with its ongoing ability to grant +1 power for every two cards in hand and its talent to draw a card. Overall, the Wizards' unique blend of card drawing and playing abilities makes them a versatile and powerful faction in the right combinations.

Cards Overview

The Wizards faction is composed of 10 minions and 10 actions, boasting a unique blend of abilities. Notably, their total minion base power is relatively low, totaling 24 or an average of 2.4 per minion, compared to the standard 30 and 3. This faction also has the distinction of featuring a titan from the TITANS Event Kit. Among their actions, the Wizards have a range of standard effects, including Mass Enchantment, two Mystic Studies, Portal, Sacrifice, Scry, two Summon cards, Time Loop, and Winds of Change. None of their actions directly increase a minion's power, and there are no play-on-minion or play-on-base actions. The minion lineup includes the powerful Archmage, with a power of 4 and the ability to play an extra action. The Chronomage, with a power of 3, allows for an extra action to be played. The Enchantress, with a power of 2, enables card drawing, while the Neophyte, also with a power of 2, reveals the top card of the deck and potentially plays it as an extra action. Key actions include Mass Enchantment, which reveals the top card of each opponent's deck and plays one revealed action, and Mystic Studies, which draws two cards. Portal allows for revealing the top five cards of the deck and placing minions into hand, while Sacrifice destroys a minion to draw cards equal to its power. Scry searches the deck for an action, and Summon plays an extra minion. Time Loop enables two extra actions, and Winds of Change shuffles the hand into the deck and draws five new cards, with the option to play an extra action. The Wizards also feature the Arcane Protector titan, which can be played after the fifth or higher card in a turn, granting +1 power for every two cards in hand and allowing for an extra card draw. Notable bases include the School of Wizardry and The Great Library.
1x Mass Enchantment - Reveal the top card of each other player’s deck. Play one revealed action as an extra action. Return unused cards to the top of their decks. 2x Mystic Studies - Draw two cards. 1x Portal - Reveal the top five cards of your deck. Place any number of minions revealed into your hand. Return the other cards to the top of your deck in any order. 1x Sacrifice - Choose one of your minions. Draw cards equal to its power. Destroy that minion. 1x Scry - Search your deck for an action and reveal it to all players. Place it into your hand and shuffle your deck. 2x Summon - Play an extra minion. 1x Time Loop - Play two extra actions. 1x Winds of Change - Shuffle your hand into your deck and draw five cards. You may play an extra action.

Actions

1x Mass Enchantment - Reveal the top card of each other player’s deck. Play one revealed action as an extra action. Return unused cards to the top of their decks. 2x Mystic Studies - Draw two cards. 1x Portal - Reveal the top five cards of your deck. Place any number of minions revealed into your hand. Return the other cards to the top of your deck in any order. 1x Sacrifice - Choose one of your minions. Draw cards equal to its power. Destroy that minion. 1x Scry - Search your deck for an action and reveal it to all players. Place it into your hand and shuffle your deck. 2x Summon - Play an extra minion. 1x Time Loop - Play two extra actions. 1x Winds of Change - Shuffle your hand into your deck and draw five cards. You may play an extra action.

Characters

1x Archmage - power 4 - Talent: Play an extra action. 2x Chronomage - power 3 - You may play an extra action this turn. 3x Enchantress - power 2 - Draw a card. 4x Neophyte - power 2 - Reveal the top card of your deck. If it is an action, you may place it in your hand or play it as an extra action. Otherwise, return it to the top of your deck.

Strategy

When paired with factions that excel at taking multiple actions, shuffling specific cards back into their deck, or summoning additional minions, Wizards' ability to draw and play extra cards creates a potent synergy that elevates their partner faction's capabilities.

Synergies

The Wizards faction is a versatile partner that can enhance the abilities of many other factions. They shine brightest when paired with factions that offer an abundance of actions, allow for selective card shuffling, or enable extra minion plays. Certain unique combinations also unlock powerful synergies. When teamed with Mythic Greeks, Wizards help create overwhelming minion drops by fueling the Greeks' action-hungry minions. The Neophyte's ability is particularly potent when combined with Argonauts. Ghosts, on the other hand, benefit greatly from the Wizards' card drawing and playing capabilities. By finding the right cards, playing away unwanted ones, and refilling their hand, Ghosts can maintain precise control over their limited card supply. Minions of Cthulhu, especially when Madness cards are involved, offer a plethora of actions that complement the Wizards' abilities. This pairing allows for impressive deck control, enabling the replay of desired actions. Lastly, combining Wizards with Zombies creates a frantic pace, as the goal is to rapidly fill your hand and then discard excess cards to be played later from the discard pile. With Lend a Hand recovering key actions, this pairing can quickly exhaust the deck, similar to the strategy employed with Minions of Cthulhu.

Tips

The Wizards faction is relatively straightforward, with a card pool that revolves around drawing and playing extra cards. Upon reviewing their cards, you'll notice that each one either draws additional cards or allows you to play more, with varying methods of execution. This rapid cycling through your deck enables Wizards to accelerate their gameplay, albeit with lower overall power compared to other factions. To compensate, they rely on amplifying the impact of their partner faction by drawing and playing their cards as extra actions. As a support faction, Wizards focus on leveraging extra actions rather than summoning multiple minions. It's essential to be strategic about when to play your actions, as playing every possible action can lead to a hand filled with minions. Instead, reserve your most potent actions for critical moments in the game. The on-play effects of Wizard abilities often trigger complex card combinations, allowing you to unleash impressive sequences from your hand and deck. By carefully arranging your deck to anticipate your next draws, you can set up and execute remarkable plays.

Mechanics

Draw and play a lot of cards each turn, especially actions.

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