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Wizard

Wizard is a class. It is unlocked when starting the game.

Starting stats[]

  • Health: 15
  • Mana: 2
  • Gold: 0
  • Actions: 1
  • Cards: 2

(can be increased through various achievements)

Deck:

Level up bonuses[]

  • Every level: +3 Health
  • Level 1: Teleport (Dungeon Ability): move to any open square on the map. (Cooldown: 1)
  • Level 3: Mana Font (Combat Ability): Gain 10 mana. (Cooldown: 2)
  • Level 4: +1 card
  • Level 6: Devastate (Combat Ability): Your opponent becomes vulnerable to air, earth, fire and water until your next turn. (Cooldown: 4)
  • Level 7: +1 card
  • Level 10: Choose an extra talent
  • Every level: pick from between 2 choices
    • Level 2-4: choices appear to be randomly selected from among Tier 1 spell cards, Mana (3), and stat increases.
    • Level 5: one of your choices is the Tier 2 damage spell card of that track that you have the most Tier 1 cards

Specialization Tracks[]

Air Earth Fire Water
Tier 1 Cards Static Charge, Shock Stone Charge, Acid Lance Flame Charge, Fireball Frost Charge, Frost Bolt
Tier 2 Cards Electrocute, Storm Shape Acid Rain, Earth Shape Meteor, Fire Shape Blizzard, Frost Shape
Tier 3 Cards Storm Blight Conflagaration Freeze

Good Strategies[]

Defensive Ice Wizard: Combines cards like Frost Bolt/Blizzard/Freeze with defensive cards like Storm Shape/Earth Shape/Ward. Chilled effects reduce enemy damage, while defensive cards protect against the rest. As with any Wizard build, also consider any cards that allow deck manipulation or allow more cards (Boots of Speed, Jasra's Tome, Haste, Bewitch, etc). This build could be vulnerable to high damage cards, so need Resilience or similar cards. Defensive decks also pair well with poison, which takes time to build up.

Burst Fire Wizard: The goal of this deck is to kill on turn one or two, before the opponent has a change to respond. To consistently get a good starting turn requires a compact deck and high base mana. Don't lard the deck with defensive spells. Flee can also be an important tool, giving one mulligan each fight for bad draws. Plan your engagements around the devastate cooldown. Early on Fireballs or a single Meteor are often enough to get the job done, but floor 3 will require combos with damage multipliers, like Channel, Mana Swell and Preparation.

Burst Lightning Wizard: This deck is built around Electrocutes, using card draw and mana cards to set up the kill, like Wisdom, Static Charge, Mana Surge and Overload. This strategy is not quite as fast as fire, but lightning and fire can be mixed effectively.

Notes[]

Because Devastate lasts until your next turn, it will apply to poison damage taken on the opponent's turn.

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