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Wizard
Wizard
Creature Type
(Subtype for creature/kindred cards)
Statistics
1065 cards
{W} 6.9% {U} 48.1% {B} 10.5% {R} 7.6% {G} 2.9% {W/U} 4% {U/B} 4.2% {B/R} 0.6% {R/G} 0.2% {G/W} 0.4% {W/B} 0.7% {U/R} 4.7% {B/G} 0.2% {R/W} 0.6% {G/U} 3.3% {M} 4.4% {artifact symbol} 0.8%
16 Wizard creation cards
{C} 6.3% {W} 25% {U} 37.5% {B} 6.3% {R} 6.3% {G} 6.3% {U/B} 6.3% {M} 6.3%
as of Alchemy: Karlov Manor
Scryfall Search
type:"Wizard"

Wizard is a creature class introduced in Alpha with Prodigal Sorcerer. It is the primary blue spellcaster. Wizards are part of the party.

Description[ | ]

Wizards are masters of channeling mana into powerful spells.[1] They are ubiquitous throughout the known multiverse and are known to nearly every race.[2] Wizards come by their powers in different ways:[3] 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 more wizards than all the other colors combined. The distant second color for most wizards is black, as warlock - black's characteristic spellcasting class - was not created yet. In recent years red has picked up many Wizards instead of Shamans, its typical spellcasting type, overtaking white in wizards. In the Grand Creature Type Update, the subtypes Mage (Musician), Sorcerer (Ovinomancer), Sorceress (Sorceress Queen) and Witch (Cuombajj Witches)[4] were incorporated into the Wizard class. As of Throne of Eldraine newly printed "witches" are typically of the Warlock creature type. On Kamigawa, wizards are known as jushi (JOO-shee).[5]

Specialties[ | ]

ZNR Wizard symbol

Zendikar Rising symbol

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:

  • Aeromages are wizards capable of flight.
  • Aethermages, are usually white and blue mages who use aether magic, which tends to involve unsummoning creatures.
  • Amplimancers, specialized mages from Strixhaven who can influence the size of objects.
  • Anathemancers are the mages who specialize in casting curses. (Anathemancer)
  • Arcanists are Esper wizards who master secret knowledge and lost lore.
  • Archaeomancers are wizards who can revive ancient words of power.
  • Astronomancer are wizards specializing in spells connected to the stars and the moon. Vadrik is an example of an astronomancer.
  • Auramancers, are wizards who create long-lasting enchantments.[6]
    • also called Enchanters, but that name can be applied to druids, as well
  • Battlemages are wizards who mainly use their spells in combat.[7] Planeshift introduced five guilds of battlemages, one for each shard:
    • Sunscape ({G}{W}{U}, primary {W})
    • Stormscape ({W}{U}{B}, primary {U})
    • Nightscape ({U}{B}{R}, primary {B})
    • Thunderscape ({B}{R}{G}, primary {R})
    • Thornscape ({R}{G}{W}, primary {G})
  • 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. Specialized Teratologists subject non-sapient species to experimental magic.[8]
  • Cartomancers are mages that specialize in reading and manipulating maps.[9]
  • Chronarchs, Chronologists or Chronomages are mages who specialize in the manipulation of time. Such specialized mages are employed by the Izzet League, Tolaria, and at the Lighthouse of the Sea-Gate Halimar. Teferi is a chronomage. 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.[10] 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 they have killed. Later Dementia casters could also summon horrors from other people's minds.
  • Diabolists or Demonologists specialize in the study and control of demons. Davriel Cane is a diabolist.
  • Diviners, wizards who are skilled in divining the future.
  • Duplimancers, the shapeshifting wizards from Vesuva.
  • Echomages make magical copies of living beings to fight alongside them.
  • 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 Geysermages, Lullmages and Roilmages use their powers to manipulate the plane's Roil.
  • Embermages are spellcasters from Dominaria who have pledged their allegiance to the djinn and efreet of Wildfire. On Ravnica they are combat mages of the Boros Legion, using fire to back up combat troops.
  • Enchanters, wizards who use their magic to put someone or something under a spell.
  • Experimentalists are wizards who experiment in the realm of pure thought and magic. The most notable example is Niv-Mizzet, the Firemind.[11]
  • Fleshmages are Orzhov mages on Ravnica who craft thrulls from the worthless flesh left behind when a spirit is created.[8]
  • Forcemages, Simic mages from Ravnica, who dedicate themselves to physical expressions of the "Upwelling", coaxing plants and animals into growth.[8]
  • Geistmages, also called Necro-Alchemists by some, are wizards that harness the energy of geists in order to fuel crazed technological inventions.[12]
  • Geomancers are capable of altering the terrain and bending the earth to their whims. Koth is a notable Geomancer.
    • Ferromancers are a subset of geomancers whose specialization is further narrowed down to the manipulation of metal.
    • Lithomancers are a subset of geomancers with power over crystals, gems, and stones.[13] Many are skilled in divination using these. Stoneforgers are artificers who forge weapons from stones. Nahiri is a notable lithomancer.
  • Geometrists, mages from Gobakhan who are capable of creating protective geometric shields.
  • 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.[14]
  • Hieromancers are white mages that use their protective power to enforce lawful order or suppress the abilities of others. The most notable of their number pay allegiance to the Order of Heliud. Gideon was a hieromancer.
  • Honormancers, mages from Strixhaven who base their magic on knowing and doing what is morally right.
  • 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 can bring their images to life, blurring the line between illusion and reality. Jace is an illusionist.
  • Invisimancers are mages who specialize in invisibility spells. (Neurok Invisimancer)
  • Keraunomancer are wizards capable of controlling and summoning thunderbolts, thunder, and lightning. Mezlok is a keraunomancer.
  • Lavamancers are mages capable of controlling lava. (Grim Lavamancer)
  • Lawmages (aka Advokists) are specialized mages under the employ of the Azorius Senate and Orzhov Syndicate.[8] 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.
  • Loredelvers are scholar-wizards devoted to the study of the infinite.[15] As such study is a conceptually dangerous activity, many loredelvers utilize homunculus familiars to prune thoughts that would lead to insanity.
  • Loremages are wizards from Eldraine, who make use of ancient magical texts and stories.
  • Lumimancers, Strixhaven mages who study light magic.
  • 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 particularly 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.
  • Mimeomancers are mages specializing in spells that copy abilities. (Aven Mimeomancer)
  • Micromancers, mages who can only work with the smallest spells.
  • Mimicrists, Simic mages from Ravnica, able to mimic other lifeforms.[8]
  • Necromancers are mages specializing in death magic, including the creation of undead. Liliana and Lim-Dûl are necromancers.
    • 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 (also known as Skabaren), who sew various body parts together to create monstrous amalgamations called skaabs. An older form, practiced by Wakedancers, 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 Galemages (who harness the entropic winds that scour the Shard, merging black and red mana).
    • On Bloomburrow, necromancers are primarily Squirrels.
  • Nullmages, Ravnican obstructionists, capable of magically stopping an action or spell.[8]
  • Oculomancers, specialized mages from Strixhaven who study eyes in all their aspects.
  • Oneiromancers, mages who work through dreams.
  • Precognitive mages are wizards from the Azorius Senate on Ravnica, who can gain foreknowledge of a future event. They experience their gift as a series of runes hovering in midair.
  • Polymorphists are sorcerers who specialize in shape-shifting spells (polymorphy). Jalira and Ovinomancer are examples of polymorphists.
  • Pulsemages are mages that specialize in resurrection spells.[16]
  • 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.
  • Sangromancers are mages who specialize in an especially dark corner of black mana. With this blood magic, they can drain the life force of other beings, place curses on enemies, and even possess the minds of others. Sorin Markov is a sangromancer.
  • Sarcomancers are mages who specialize in shaping flesh. (Sarcomancy)
  • Shieldmages or Geometrists summon geometric shields for defensive purposes. Teyo Verada is a shieldmage.[17]
  • Skifsang are seafaring mages from Nephalia who specialize in crafting nautical tools and other means to aid mariners in warding off the beasts of the depths.
  • Skin Witches from Caligo wield death magic and peel the skin from their victims to praise Belzenlok with their lips.[18]
  • Somnomancers, mages who focus on sleep and dreams. Found among the Kithkin of Lorwyn.
  • Songmages, mages who use songs to create spells. Found in Almaaz on Dominaria. Tacenda Verlasen from Innistrad is also a songmage.
  • Sorcerers, mages who have an innate gift with magic, as well as having mystical or magical ancestry.
  • Stormmages are weather-manipulating wizards. Ral Zarek is a storm mage.
    • Stormcallers from Esper often work alongside Tidemages.
  • Taskmages are mercenary spellcasters. They do not have the devotion to studying magic that other spellcasters have, instead, they learn a few useful, relatively simple spells to earn money. They are typically looked down upon by more scholarly mages.
  • Technomancers, mages who focus on technologies and artifacts. (Ruthless Technomancer)
  • Telepaths (aka mind mages), mostly blue mages focusing on detecting, invading, and harnessing the mind of others. Jace is a telepath.
  • Terraformers, Simic mages from Ravnica, who can alter the physical environment and weather.[8]
  • 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.[19]
  • 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.
  • Tsunami-nito was a battle technique from Madara which utilizes red mana. Chanto Umezawa, Haki Umezawa and Tetsuo Umezawa where all trained in it, and Tetsuo passed some of his skills on to Kolo Meha.
  • Vedrune are an elite group of Omenseeker wizards from Bretagard on Kaldheim who use elements from the natural world, such as ocean currents, wind, and the lights of the aurora, to predict future events as well as navigate through the Cosmos to other realms.
  • 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. Alexi and Linessa are zephyr mages.

Wizardly organizations[ | ]

Notable Wizards[ | ]

Alara
Amonkhet
Arcavios
Bloomburrow
Capenna
Dominaria
Duskmourn
Eldraine
Fiora
Gobakhan
Ikoria
Innistrad
Ixalan
Lorwyn-Shadowmoor
Kaladesh
Kaldheim
Kamigawa
Mirrodin/New Phyrexia
Rabiah
Rath
Ravnica
Shandalar
Shenmeng
Tarkir
Theros
Ulgrotha
Vryn
Zendikar
Unknown
Dungeons & Dragons
Universes Beyond

Kindred type[ | ]

Morningtide featured three kindred Wizard cards, which were cheaper to cast with a Stonybrook Banneret in play:

Typal theme[ | ]

Dominaria featured a red and blue Wizard theme:

Tokens[ | ]

Token Name Color Type Line P/T Text Box Source Printings
Wizard Blue Creature — Wizard 2/2
Blue Creature — Wizard 1/1 {1}, Sacrifice this creature: Counter target noncreature spell unless its controller pays {1}
Red Creature — Wizard 1/1 {T}: Add {R}. Spend this mana only to cast a planeswalker spell.
Human Wizard Blue Creature — Human Wizard 1/1
Giant Wizard Blue Creature — Giant Wizard 4/4
Goblin Wizard Red Creature — Goblin Wizard 1/1 Prowess
Merfolk Wizard Blue Creature — Merfolk Wizard 1/1
Zombie Wizard Blue/​Black Creature — Zombie Wizard 1/1
Champion of Wits Black Creature — Zombie Snake Wizard 4/4 When Champion of Wits enters the battlefield, you may draw cards equal to its power. If you do, discard two cards.
Dreamstealer Black Creature — Zombie Human Wizard 4/4 Menace
When Dreamstealer deals combat damage to a player, that player discards that many cards.
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.
Sunscourge Champion Black Creature — Zombie Human Wizard 4/4 When Sunscourge Champion enters the battlefield, you gain life equal to its power.
Wizards of Thay Blue Creature — Human Wizard 3/3 Instant and sorcery spells you cast cost {1} less to cast.
You may cast sorcery spells as though they had flash.
Splash Lasher Blue Creature — Frog Wizard 1/1 When this creature enters, tap up to one target creature and put a stun counter on it. (If a permanent with a stun counter on it would become untapped, remove one from it instead.)
(This token's mana cost is {3}{U}.)
Thundertrap Trainer Blue Creature — Otter Wizard 1/1 When this creature enters, look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
(This token's mana cost is {1}{U}.)
Coruscation Mage Red Creature — Otter Wizard 1/1 Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
(This token's mana cost is {1}{R}.)
Heroes of the Realm
Token Name Color Type Line P/T Text Box Source Printings
Human Wizard Blue Creature — Human Wizard 1/1
Red Creature — Human Wizard 2/1
White/​Blue/​Black/​Red/​Green Creature — Human Wizard 1/1
Wizard Blue Creature — Wizard 1/1 Flying

Trivia[ | ]

References[ | ]

  1. Mark Rosewater (October 30, 2006). "We're Off To See The Wizards". magicthegathering.com. Wizards of the Coast.
  2. Doug Beyer (November 24, 2010). "Continuum". magicthegathering.com. Wizards of the Coast.
  3. Magic Arcana (August 9, 2007). "The Look of Mages". magicthegathering.com. Wizards of the Coast.
  4. Magic Arcana (October 31, 2006). "Witches in Magic". magicthegathering.com. Wizards of the Coast.
  5. Magic Arcana (September 14, 2004). "A Kamigawa Glossary, Part 1". magicthegathering.com. Wizards of the Coast.
  6. Matt Cavotta (November 2, 2006). "Dancing ’Round The Mancers". magicthegathering.com. Wizards of the Coast.
  7. Quill (2001). "Planeshift Overview." Planeshift Card Encyclopedia. Wizards of the Coast.
  8. a b c d e f g James Wyatt. (January 2019.) "The Art of Magic: The Gathering - Ravnica", Wizards of the Coast.
  9. Valerie Valdes (October 20, 2023). "The Lost Caverns of Ixalan - Episode 1". magicthegathering.com. Wizards of the Coast.
  10. Magic Arcana (January 7, 2002). "Dementia Summoners". magicthegathering.com. Wizards of the Coast.
  11. Django Wexler (June, 2019), The Gathering Storm/Chapter One. Del Rey.
  12. Plane Shift: Innistrad
  13. Doug Beyer (June 20, 2014). "How does Lithomancy differ from Geomancy?". A Voice for Vorthos. Tumblr.
  14. Doug Beyer (November 4, 2009). "Ally Cuisine". magicthegathering.com. Wizards of the Coast.
  15. Lexicon of the Future. Wizards of the Coast (2008). Archived from the original on August 8, 2009.
  16. Wizards of the Coast (January 15, 2002). "The Lexicon Archive". Wizards of the Coast. Archived from the original on April 19, 2017.
  17. Greg Weisman (April 2019). "War of the Spark: Ravnica." Del Rey.
  18. Martha Wells (March 22, 2018). "Return to Dominaria: Episode 2". magicthegathering.com. Wizards of the Coast.
  19. Magic Creative Team (August 28, 2013). "Planeswalkers Guide to Theros Part 2". magicthegathering.com. Wizards of the Coast.
  20. Mark Rosewater (December 19, 2023). "I'm invoking trivia on the Wizard subtype!". Blogatog. Tumblr.
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