Most enchantments can't go on nonlivings, but the Wizard's ability to teleport around Earth Elementals is huge. For 6 mana, a teleport + earth elemental melee attack is quite a bit stronger than spending 6 mana on any attack spell. (For this reason, i would not bother with any attack spells in this deck) For a slow creature focused build, I'd definitely include Mage Wand x 2 and Teleport x 4, as well as Force Push x 4. The earth elemental may be Unmovable, but enemy units sure aren't.
It is worth noting that for Iron Golems, the "Charge" incantation gets rid of Slow and allows for a 7 dice quick attack. This does not work for Earth Elementals as their attacks are both full actions.
Dealing with flying creatures using Earth creatures is difficult (ie, practically impossible). I would suggest equipping a Mage Staff (or two) in your deck. Supplement this with Bear Strength, and having a 6 dice unavoidable attack that can hit flying creatures is awesome. Meleeing also saves mana, so that you can summon another Iron Golem next round!
Dealing with Defenses and Guards can be more problematic. Nothing sucks more than wasting a 6-7 dice melee attack on a Guarding Bobcat, and then the kitty rolls a successful dodge. Therefore you will want a reasonable supply of Perfect Strikes and Evades. Battle fury doesn't work on Earth Elementals so don't bother with it. Do keep a Falcon Precision in your pocket so when you melee with your Mage, you can ignore defenses as needed.
I would then throw a few Chains of Agony into the build, mainly as Nullify bait but also to (slightly) punish enemies for running away from your Slow guys. Throw in a Suppression Orb to do the same. Then put a few Tanglevines to really keep people in range of your slow creatures.
Normally as a Wizard, I include Banish for getting past Lord of Fire, Angels, and other very large creatures. However, for an Earth build, Turn to Stone is (IMO) superior to Banish. Turning to Stone for 3 rounds costs 14 mana, which is the same efficiency as Banish. However, you can choose how many rounds you want to leave the creature in Stone form. Also, it is possible (although difficult) to damage or even kill a Stone creature, whereas you cannot harm a Banished creature at all.
Now to really put that icing on the cake, throw out a Deathlock. That's right, a Deathlock. If you put it in the same square as your slow creature pile, the priestess/beastmaster won't be able to kill it off. It doesn't hurt you because all your creatures are Nonliving and cannot be healed anyways, and your Wizard relies on damage prevention/absorption rather than healing.
So this gives us a build that looks like this (120 points):
Creatures: 21
Earth Elemental, 3x Iron Golem, Darkfenne Hydra, Huginn
Conjurations: 14
Suppression Orb, 2x Mana Crystal, 2x Tanglevine, Deathlock
Equipment: 11
Mage Staff, 2x Mage Wand, Gauntlets of Strength, Dragonhide Armor, Elemental Cloak, Arcane Ring
Incantations: 44
4x Teleport, 4x Force Push, 2x Charge, 2x Evade, 2x Perfect Strike, 2x Dissolve, 2x Dispel, 2x Seeking Dispel, 2x Steal Enchantment, Destroy Magic
Enchantment: 30
Bear Strength, Falcon Precision, 2x Nullify, 2x Block, Decoy, Reverse Magic, 2x Jinx, 2x Teleport Trap, 2x Chains of Agony, 2x Turn to Stone
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I would suggest an opener like this:
Round 1) 20 mana
Arcane Ring (-2)
Move + Mana Crystal (-4)
(14 mana left, 11 channeling)
Round 2) 25 mana
Earth Elemental (-20)
Mana Crystal (-4)
(1 mana left, 12 channeling)
Round 3) 13 mana
Huginn (-11)
Facedown Bear Strength (-2)
(0 mana left, 12 channeling)
Round 4) 12 mana
Mage Prepare teleport and a mage staff, Huginn Prepare a Seeking Dispel.
Enemy mage not within 2 range: Equip mage staff (-5), move up 1 square and Guard.
Enemy mage within 2 range: Use Huginn to seeking dispel (-0) any facedowns (to get rid of nullify), then quickcast Teleport (-6) and activate Earth Elemental to melee (7 dice). Then reveal Bear Strength (-3) and melee him with your Mage (5 dice).
Voila, you've rolled 12 dice worth of damage on round 4, and you still have a 12-channeling Wizard plus Huginn. With 12 channeling, you can almost summon an Iron Golem every round. (!)
The goal of this build is to gradually accumulate a square full of nigh-unkillable Earth creatures (Elementals and Golems) and eventually Teleport + Tanglevine your opponent's mage in your Death Square.