Description[edit | edit source]
Wizards are masters of channeling mana into powerful spells. They are ubiquitous throughout the known multiverse and are known to nearly every race. Wizards come by their powers in different ways: Some study for years on end to unlock the secrets of magic, while others are just born with the knack. Some wizards come together in huge schools or guilds to pool their resources and train neophytes. Wizards range across all five colors but are concentrated in blue, the color of knowledge. In the game, the color blue contains nearly twice as many wizards as any other two colors combined. The distant second color for the most wizards is black followed closely by white. In the Grand Creature Type Update the subtypes Mage (Musician), Sorcerer (Ovinomancer), Sorceress (Sorceress Queen) and Witch (Cuombajj Witches) were incorporated into the Wizard class. On Kamigawa, wizards are known as jushi.
Specialties[edit | edit source]
In contrast to shamans or druids, wizards take a methodical approach to magic. And while priests and clerics power their spells with their faith, wizards need years of practice to master their spells. Wizards are more versatile than simple spellshapers. Given the intense study that wizards often engage in, it is no surprise that various mystic disciplines have become recognized as independent of each other, although it is not unheard of, especially for planeswalkers, to practice multiple disciplines -- Jace Beleren, for example, is both an illusionist and a mentalist. They include the following:
- Aethermages, are usually white and blue mages who use æther magic, which tends to involve unsummoning creatures.
- Arcanists are Esper wizards who master secret knowledge and lost lore.
- Archaeomancers are wizards who are able to revive ancient words of power.
- Auramancers, are wizards who create long-lasting enchantments.
- also called Enchanters, but that name can be applied to druids, as well
- Biomancers are genetic wizards largely affiliated with the Simic Combine responsible for the mutants of Ravnica in their attempts to improve the life forms of that plane.
- Chronarchs or Chronologists are mages who specialize in the manipulation of time. These specialized mages are employed by the Izzet League, Tolaria, and at the Lighthouse of the Sea-Gate Halimar. Teferi is a chronarch. Esper is home to a similar tradition of time-bending wizards, called Clockworkers.
- Cryomancers are mages specialized in manipulating cold and ice. They were particularly prominent during the Ice Age, with the most notable cryomancers being those of Rimewind Keep.
- Dementia casters (also called dementia summoners) are members of the Cabal. These mages have the unique ability to summon horrors from their personal "dementia space," a place populated with the caster's greatest fears and all the beings he or she has killed. Later Dementia casters could also summon horrors from other people's minds.
- Electromancers or Sparkmages specialize in the use of electricity. Ral Zarek is a sparkmage.
- Elementalists are wizards focusing on the art of controlling elementals or casting spells associated with them. On Zendikar, specialized Lullmages and Roilmages use their powers to manipulate the plane's Roil.
- Embermages are spellcasters who pledged their allegiance to the djinn and efreet of Wildfire.
- Ferromancers are a subset of geomancers whose specialization is further narrowed down to the manipulation of metal.
- Geistmages, also called Necro-Alchemists by some, are wizards that harness the energy of geists in order to fuel crazed technological inventions.
- Geomancers are capable of altering the terrain and bending the earth to their whims.
- Helmsmages, gifted in the magic of ships and wind.
- Hexmages are mages, often vampires, who use their talents at curse-magic to drain quantities other than blood.
- Hieromancers are white mages that use their power to enforce order or suppress the abilities of others. The most notable of their number pay allegiance to the Order of Heliud. Gideon is a hieromancer.
- Hydromancers are wizards that practice the art of manipulating water. On Lorwyn, they are also known as aquitects.
- Illusionists specialize in deception, using their magical abilities to create false images to confuse opponents and trick them into dangerous situations. The greatest illusionists have the ability to bring their images to life, blurring the line between illusion and reality. Jace is an illusionist.
- Lawmages (aka Advokists) are a specialized mage under the employ of the Azorius Senate and Orzhov Syndicate. They draw upon the binding power of the Guildpact to restrain criminals and then serve as lawyers once those criminals are taken to court. Azorius lawmages are typically the prosecution, while Orzhov lawmages are the defense.
- Lithomancers are individuals with power over crystals, gems, and stones. Many are skilled in divination using these. Stoneforgers are artificers who forge weapons from stones. Nahiri is a lithomancer.
- Mechanists are artificers from Esper, crafting complex creations and infusing them with magic.
- Mentalists are mages who have the power to read and manipulate minds, being particularly adept at ferreting out secrets from the thoughts of others. Esper is a plane where this discipline is particular prominent, but it does exist elsewhere; Jace, a native to the plane of Vryn, is a mentalist, as was his mentor, the sphinx Alhammarret, and the trait is described as rare but not unrecognized on Vryn - mentalists there are highly sought after as arbiters between the plane's incessantly warring factions.
- Necromancers are mages specializing in death magic, including the creation of undead. On Ravnica, the Golgari Swarm is known for utilizing necromancers while House Dimir is suspected of doing so by those who know of its existence. On Innistrad, Necromancers are divided into ghoulcallers, who summon the dead directly from their graves, and Stitchers, who sew various body parts together to create monstrous amalgations. An older form, practiced by Wakedancer, relies instead on trances and rituals more akin to shamans. Grixis developed many variants of necromancy, including Fleshcrafters (who sculpt unliving tools and minions from dead flesh and bone), Lethemancers (who specialize in draining thoughts and memories, merging black and blue mana), Ghostslavers (who specialize in binding ghosts as servants) and Gale Mages (who harness the entropic winds that scour the Shard, merging black and red mana). Liliana is a necromancer.
- Pyromancers are wizards that practice the art of fire magic. Pyromancers typically use red mana to fuel their spells associated with fire, flames, or other destructive bursts. The pyromancers of Jamuraa are known as embermages. Chandra is a pyromancer.
- Psychometrists, wizards with the capability to absorb knowledge from objects by touch. Dack Fayden is a psychometrist.
- Sahir, sorcerers with the power to bind djinn.
- Skifsang are seafaring mages from Nephalia who specialize in crafting nautic tools and other means to aid mariners to ward of the beasts off the depths.
- Skin Witches from Caligo wield death magic and peel the skin from their victims to praise Belzenlok with their lips.
- Sangromancers are mages who specialize in an especially dark corner of black mana. With this blood magic they can drain the lifeforce of other beings, place curses on enemies, and even possess the minds of others. Sorin Markov is a sangromancer.
- Somnomancers, mages who focus on sleep and dreams. Found among the Kithkin of Lorwyn.
- Songmages, mages who use songs to create spells. From Almaaz on Terisiare.
- Stormcallers are weather-manipulating wizards from Esper, who often work alongside Tidemages.
- Taskmages are mercenary spellcasters. They do not have the devotion to studying magic that other spellcasters have, instead learning a few useful, relatively simple spells to earn money. They are typically looked down upon by more scholarly mages.
- Telepaths (aka mind mages), mostly blue mages focusing on detecting, invading and harnessing the mind of others. Jace is a telepath.
- Thaumaturges, are mages found on Theros who are adept at weaving their magic into their surroundings. Therosian thaumaturges are considered fully trained when they receive an omen of the gods. Stonewise thaumaturges are adept at using their magic to raise buildings and other edifices.
- Tidemages are water-controlling elementalists from Esper, whose magical powers are harnessed to control the abundant oceans and their often wild waves for the benefit of their civilization.
- Viromancers, mages who focus on the control of microorganisms and the creation of viruses.
- Zephyr mages, blue mages typically using spells associated with air and wind.
Wizardly organizations[edit | edit source]
- The Ancients
- The Cabal
- College of Lat-Nam
- Conclave of Mages
- Emberwilde Order
- Hammerheim Order
- Institute of Arcane Study
- Raven Guild
- Riptide Project
- Numbered Ones
- School of the Unseen
- Tolarian Academy
- Wizards' School
Notable Wizards[edit | edit source]
- Ambassador Laquatus
- Arcanis the Omnipotent
- Azami Ozu
- Boris Devilboon
- Cabal Patriarch
- Endrek Sahr
- Gisa Cecani
- Grandmother Sengir
- Gustha Ebbasdotter
- Iki Hisoka
- Jarad vod Savo
- Koth of the Hammer
- Momir Vig
- Princess Lucrezia
- Rasputin Dreamweaver
- Sen Triplets
- Sygg of Lorwyn
- Talibah of Emberwilde
- Tibor and Lumia
- Tuknir Deathlock
- The Vendilion Clique
- Virot Maglan
- Xira Arien
- Zur, the Enchanter
Wizard - Tribal[edit | edit source]
- Morningtide featured two Tribal - Wizard cards, which were cheaper to cast with a Stonybrook Banneret in play:
- Diviner's Wand, an equipment for Wizards.
- Dominaria featured a red and blue Wizard theme:
Wizard tokens[edit | edit source]
|Human Wizard||Blue||Creature — Human Wizard||1/1|
|Merfolk Wizard||Blue||Creature — Merfolk Wizard||1/1|
|Zombie Wizard||Blue/Black||Creature — Zombie Wizard||1/1|
|Zombie Human Wizard
|Black||Creature — Zombie Human Wizard||4/4||Menace
When Dreamstealer deals combat damage to a player, that player discards that many cards.
|Zombie Human Wizard
named Sunscourge Champion
|Black||Creature — Zombie Human Wizard||4/4||When Sunscourge Champion enters the battlefield, you gain life equal to its power.|
|Zombie Jackal Wizard
named Resilient Khenra
|Black||Creature — Zombie Jackal Wizard||4/4||When Resilient Khenra enters the battlefield, you may have target creature get +X/+X until end of turn, where X is Resilient Khenra's power.|
|Zombie Naga Wizard
named Champion of Wits
|Black||Creature — Zombie Naga Wizard||4/4||When Champion of Wits enters the battlefield, you may draw cards equal to its power. If you do, discard two cards.|
Other languages[edit | edit source]
mo1 faat3 si1
References[edit | edit source]
- Mark Rosewater. (October 30, 2006.) “We’re Off To See The Wizards”, magicthegathering.com, Wizards of the Coast.
- Doug Beyer. (November 24, 2010.) “Continuum”, magicthegathering.com, Wizards of the Coast.
- Magic Arcana. (August 9, 2007.) “The Look of Mages”, magicthegathering.com, Wizards of the Coast.
- Magic Arcana. (October 31, 2006.) “Witches in Magic”, magicthegathering.com, Wizards of the Coast.
- Matt Cavotta. (November 2, 2006.) “Dancing ’Round The Mancers”, magicthegathering.com, Wizards of the Coast.
- Magic Arcana. (January 7, 2002.) “Dementia Summoners”, magicthegathering.com, Wizards of the Coast.
- Plane Shift: Innistrad
- Doug Beyer. (November 4, 2009.) “Ally Cuisine”, magicthegathering.com, Wizards of the Coast.
- Martha Wells. (March 22, 2018.) “Return to Dominaria: Episode 2”, magicthegathering.com, Wizards of the Coast.
- Magic Creative Team. (August 28, 2013.) “Planeswalkers Guide to Theros Part 2”, magicthegathering.com, Wizards of the Coast.