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Wizard based commander deck. Lead by Azami, Lady of Scrolls.
This deck has been viewed 1,838 times.
Book ahead. Take these or leave them. I had fun researching regardless. ^_^ I'm not sure what you're looking for mechanics-wise for this deck, but I'm going to make a couple suggestions. Wizards aren't know for having beef, so that might be a problem against other EDH decks, unless you can REALLY control the board. Since a decent amount of your creatures can become counterspells, I won't bother suggesting that, but you might want some way to defend your creatures OTHER than by a sacrificing or otherwise disabling one or more of them. Apprentice Wizard = not great. I doubt you'll be that hard up for mana when more than half your deck costs 3 or less. Jace's Archivist = Even in EDH, unless you're running a stronger mill theme or some sort, this is going to hurt you as much as it hurts your opponent. Especially since you don't have a way to recover any of those cards lost. Skywatcher Adept= Not terribly effective for it's cost, even if you can make it a 4/2 fast late game. Lord of the Unreal = You aren't running any Illusions or Changlings. Caller of Gales = You don't have anything worth making flying. There's a few other cards, too, that are not fantastic. In EDH, unless you can ping them for A LOT consistently than Tims (tap-deal-one-damage creatures) aren't going to help you much. Some replacement suggestions and other things you might want to consider. Take 'em or leave 'em. Adaptive Automaton=Can become a Wizard when he comes into play and will buff your other creatures. Willbender = Better fits your them of tricks. Voidmage Husher = Reusable tricks/defense Venser, Shaper Savant= works as counter OR a bounce. Sower of Temptation = NEED this. It's going to be a great way to steal their threats. Surgespanner = Reusable control. Sage's Dousing = Mana Leak with a cantrip, plus it's a Wizard spell. Riptide Laboratory = Saves your creatures. ^_^ Supreme Inquisitor = Neuter their deck. Shell Skulkin = Not a wizard, but it can protect your wizards from death. Floodgate= Ditto, and can act as a potential board wiper late game. Jace Beleren / The Mind Sculpter= Just for the chance to play those ultimates. Card draw and deck manipulation don't hurt, either. Swiftfoot Boots/Lightning Greaves/Whispersilk Cloak = Defense. Tolaria West/Mystifying Maze/Halimar Depths = Have a little fun with your land base. ^_^ I could keep going, but ultimately the choices are yours. I'd play with non-creature spells more, some draw spells and enchantments. You really want to control the board until you can get something out there to really take your opponent down.
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Thank you for your advice. I will look into your suggestions. I don't have many Magic cards anymore and mostly use this site as a way to build decks virtually. You are the first person to comment on one of my decks, so thank you again.