Get Conquest
> Enchantment Transfusion (singe-handedly creates action burst combos, protects enchants, targeted counter)
> Wizard's Tower (why we play wizards, 'nuff said)
> Galador (awesome if slightly meta-dependent)
> Guardian Angel (holy gets the best interceptor)
> Surging Wave (range 2 slam 3+ to remove guard markers, extinguish burn, unavoidable vs. gremlins, utility)
> Eagleclaw Boots (wizards use teleport wands, don't like being pushed through thorns, trapped by walls etc)
> Armour Ward / Enchanter's Wardstones (only if playing Mana Denial or Transfusion Curse Stacking)
> Healing Charm (with enchanter's ring, time it right for max. unexpected life extension)
> Gargoyle Sentry (fine interceptor that can emerge from Gate to Voltari and protect it)
> Drain Soul (even a new toy for a Warlock, maybe single toolbox copy to deal exactly 6 damage or a 12 swing)
The 2 variant mages play very different to base set (Jokhtari with a Lair spawning Dire Wolves, Galador, Hunting Bow, Tanglevines, Idol, Deathlock is especially fun in a meta without Iron Golems).
However, what really sold it to me most was the flavour: the whole set is seeped in a Native Shaman vs. Fanatic Missionary colonial fantasy setting that is so refreshingly different. Your posts demonstrate a rich creativity and this setting will appeal to your imagination.