I've avoided this thread because I seem to disagree with the common consensus here that "Wands are bad"
In the right build, I contend that Wands can be amazing
I play Wizards a lot (or used to until my local meta stopped playing Mage Wars because "Teleport is broken" etc)
When I start building a Wizard's book, I load up a default skeleton build on my Excel builder...
1 Battle Forge (4/3)
2 Mana Crystal (2)
1 Wizard's Tower (2)
1 Arcane Ring (1)
1 Moonglow Amulet (1)
1 Elemental Cloak (1)
1 Dragonscale Hauberk (1-2)
1 Leather Gloves (1)
1 Elemental Wand (2)
4 Mage Wand [8]
4 Teleport [8]
4 Dissolve (8/4)
1 Purge Magic (3)
4 Dispel (4)
2 Seeking Dispel (2) - for control match-ups or if target has 1 hidden enchant (cost 1 with ring)
6 Nullify (6) - disrupt/delay protection, root out Nullify like Decoy (sets up disrupt if none there)
3 Harmonize (3)
1 Rhino Hide (2)
1-2 Hurl Boulder (4)
1-2 Fireball (4)
1-2 Surging Wave (2)
1-2 Jet Stream (2)
I then add my "strategy" creature base + support, adding and culling the above
I posted some quickly-devised examples (Fire, Earth Swarm, Air) in this thread
http://forum.arcanewonders.com/index.php?topic=13316.msg26545#msg26545Although those were before the FAQ and I cringe at some build mistakes there
Anyway, I have a lot of success in my local meta playing Wizard + Teleport Wands
Especially if you got a Forge to switch your Wand spell for no action, often 0 mana
The power to always be able to Teleport anything with Slow monsters is too much
Why not Wand + Steal Enchantment?
I find Steal Enchantment to be situational (don't work with Devouring Jelly/Iron Golem/Whirling Spirit)
I appreciate the action-saving value but often I prefer to (simply threaten) a Purge all buffs or curses
If Wardstones become more prevalent in my meta (only I play Mana Denial), then I would consider it
Steal Artifact is even more situational with so many Mage Exclusive pieces and limited mage item slots
Yes, it's a nice idea (especially as it's range 2) so maybe in a Hydras + Thornlashers build, it may work
So what I would add to the debate here is:
1. Mage Wand does not let you skimp on Incants (Tower and Elemental lets you skimp on Attack spells)
2. Wands do allow you to focus on a range 2 spell (above Dissolve range) and abuse it with other spells
3. The hate they attract (2 spell action burst at range 1 due to Nullify) also protects your other equipment
4. Wand Control requires discipline to win within a time limit so if your opponent plays slowly, change tack
5. Give up on playing Wand Control if facing the Druid (a vine range Dissolve that bypasses Nullify - gulp!)
Wands do play a part in Mage Wars, but mainly playing Wizard Control
Wands act as an
insurance policy to pursue a particular strategy