If you play Magic: The gathering, you may have noticed that a lot of creatures have the creature type of wizards. Wizards are very common in the trading card game and are usually found in blue. However there are several other kinds of wizards that appear in every other color in the game, especially in older sets. While most of the noon blue wizards usually revolve around a second creature type such as Goblins, there are many that work well with each other.
The best way to construct a wizard deck is to go completely with blue, however there are a couple of things you might want to consider. There are several wizards from other colors that have abilities that work with different colors other then themselves. this may lead you to want to build a three color deck using wizards as its base. Some wizards can even fix some of your mana color problems by either changing the color of the mana or having you search for cards and lands. Also a three colored deck will be able to have enchantments, sorcery and instant spells from all the colors you put in, creating a much wider range of things you can do with your deck.
If you do choose to put in a second or third color other then blue, the best color by far is red. Red allows you to have wizards that tap to do damage to opponents and opponents creatures, which can wipe their board of small creatures and provide a source of unblockable damage.
If you are going for a third color, green is a very useful one as it allows you to search for basic lands and provides ways to fix your mana situation. However green does not have many powerful wizards, compared to black, which is also a good choice.
Unfortunately most of the great tribal cards for wizards are older, and harder to find. Such as Nameless One, a wizard that has power and toughness equal to the number of wizards in play. Other wizards will allow you to make all your creatures fly, or draw cards.
Remember a tribal wizard deck usually does not run solely on the wizards themselves. The deck is usually about messing with your opponent’s game plan, so that they will not be able to damage you, and you will have control of the field. Counter spells are always very useful in the later part of a game, as they can keep a very large creature your opponent owns off of the battlefield.