This is the earth wizard book I put together along with some explanations on my choices. The concept of this mage was pretty much the same, but with less defense, and more teleport. I also skimped on all the mana control stuff for more offense.
Attacks : Hurl Boulder x4
Hail of Stones x2
Pretty standard I guess. Nothing to see here
Conjurations : Gate to Voltari x1
Mana Crystal x2
Mordok's Obelisk x1 (didn't want this in here really but against swarm, its a life saver)
Wizard Tower x1
Wall of Steel x2
Quicksand x2
Wizard Tower just has to come with my Wizard. I can't play without it, and the teleport traps help keep people away from it if need be.
Creatures : Huginn x1 (mi Familiar)
Gargoyle Sentry x2
Devouring Jelly x2
Iron Golem x4
Earth Elemental x1 (because...... EARTH)
Only changes I would make here would be more Jellies but I think a flying game is important to have, and for that the gargoyle serves nicely. Also I was just under the assumption that an earth Wizard doesn't come to any party without 4 golems. The elemental was just a theme choice really and can be taken out for other spells, or he can also produce some pretty big shock value if he manages to come sundering out.
Enchantments : Teleport Trap x5
Turn to Stone x1
Rhino Hide x1
Harmonize x2
Nullify x4
Regrowth x1
Teleport Trap is so annoying. It is gonna serve you in this deck by keeping things away from your mage, tower, gate, or anything else you just dont want people getting next to. Also since you won't be running with much armor, it's gonna keep things from coming into your face. Turn to Stone was another theme choice to me. I kinda felt at 3 spell points, I could do better, but it does come in handy in a pinch so its a one-of. I also chose 4 nullify for protection of your wands, and what precious equipment you do have. The Regrowth is optional, but I prefer to have one. The Rhino Hide serves as the mage armor here.
Equipment : Elemental Wand x1
Mages Wand x2
Suppression Cloak
Eagleclaw Boots x1
Regrowth Belt x1
Moonglow Amulet x1
I cut the armor here because I plan to not be in harms way if I can help it, and I don't like spending turns equipping myself if I can help it. I'd rather have the Rhino Hide face down making people think its a nullify until I absolutely need the armor. Then reveal it. The elemental wand is optional, and I wouldn't really equip either wand without a nullify to protect yourself with as they will surely draw a Dissolve from your opponent most likely. I took the Suppression Cloak over the elemental one just because if I had the option of attacking a mage in one or the other, I would despise Suppression Cloak more. Just me personally. The amulet was to help me get to that 13 channeling "golem every turn" sweet spot.
Incantations : Earthquake x2
Dissolve x2
Dispel x4
Teleport x4
Battle Fury x1
Evade x1
Seeking Dispel x2
Piercing Strike x1
Pretty basic stuff here as well. I threw a couple of utilities in here for Huginn as well in case I need to be elusive, or sneak an extra attack in. Also for high armor targets, I added one piercing strike.
That's it. There are a lot of cards I wanted to use but sticking with my goal, and in some cases the theme of the book, I opted out on cards like Banish, Reverse Attack, Reverse Magic, Drain Essence, Mana Syphon, and those sort of things. I wanted to be as slippery as possible with my spells until I could start popping out golem babies, protect my equipment, and use my Wizards Tower for support in doing that.
I'm no great MW player or anything so don't take this as gospel on what the perfect earth Wizard should look like. This was just my attempt at what I knew the Wizard could do, and how Earth could make that better. I'm open to any criticism of course.
I hope this either helps you create a better spellbook, or it confuses the hell out of you. Either way, I have made you question something