
This guy seems really powerful to me. You are basically paying 350 gold to add 2/3 range to your entire army.
How about the jump taking an action?
Looks like multiple people are worried about the Wizard 
I will keep an eye on him.
Just as a note, not all units get a 3 range move. Ranged units only get 2 range from it.
That being said, the wizard is a fairly expensive unit for a unit with almost no killing power.
I don't think that making the move cost an action is the best solution though. This would make it almost worthless to many units.
The thing is, this game is basically a range game because defense is easier than offense. You can see it's balanced around range as the archer, a 3/3/0 unit with 4 range, costs 150, whereas the bowman, a 3/3/1 unit with 3 range and overwatch, costs 50.
The wizard adds 2 range to a unit, which is huge. For example, it gives geomancer the range advantage over warlock/witch. That's why it is really powerful.
The wizard is sooo misleading coming from a perspective of someone who hasn't been beaten by it. Then, tried your best to make a deck knowing someone is going to use a wizard deck and still can't beat it. It's much easier to comment on something that hasnt been playtested: QUOTE
the wizard is a fairly expensive unit for a unit with almost no killing power.
QUOTE
I don't think that making the move cost an action is the best solution though. This would make it almost worthless to many units.
I think Garcia is really dead on by saying a unit needs to have 1 action point to "jump". Remember, jump moves over pieces. That makes an archer have a range of "5". I've said it before, but I wouldnt mind the "jump" action being free if it only jumped for 2 spaces..but armies impossable to attack/defend.
This guy is a nice but expensive add-on to your army.
It can make units fly. Grand range (2 range) for units like Warlock and Grang melee (3 range) for common units like Pikeman, Footman etc.
This fly action can only once in a turn, so its very slow to setup.
The real power can be manage by 2 Wizards, let them both fly and trade places within 4. Now you can get to the enemy's castle very quickly.
Fact is you pay 350 for extra ability to youre unit(s), 1 by 1. You can easly lost this guy cause he cant kill mostly units at once.
How much would you pay for an archer/fire archer whose attack was 6 squares? Geomancer at 6 squares? Witch at 7 squares? Changeling/warlock at 8 squares?
I would pay a lot for that. Probably more than a dragon.
The problem with people responding thinking wizard is only "ok" haven't been seen the deck work by players who know how to use it. If you play a wizard deck perfectly, it's extremely difficult to be beat.
WIZARD DECK CORE:
- 1 Wizard
- 1 archer (try to kill this unit with a movement of 5)
- 1 ranger (try to kill this unit with a movement of 6)
- 1 barracks
- 1-2 pikeman
- 1-2 tactician
OPTIONAL:
- 1 alcoylte
- 1-2 pikeman
- 1 tactician
- 1 armory
DECK BUILDING 101:
In order to make a competitive deck, one of the main goals is to make a deck flexible to be able to handle most decks. I'm not saying it has to beat most decks, but that it should be able to have a chance.
The wizard deck is just one of those decks out there that does it all with JUMP 3 for free. When you try to come up with solutions how to beat the wizard deck it's very limiting.
The main complaint comes from the Wizard unit, but it's more about jump then anything else. I really get annoyed that the Wizard's jump ability doesn't take any actions to use. It's the most crooked thing possible running out there. Get to move anywhere for 3..then pieces like an archer get shoot anywhere for 4? We are talking about 7 squares of range with no the only way possible to stop it is by rush attacking.
JUMP NEEDS TO TAKE AN ACTION OF A UNIT'S ACTIONS TO JUMP.
The only other reasonable thing I can see is making the wizard piece let it Jump 2 squares for free...these are the two only solutions that seem sane to me.
Facts again.
1. Unit moves 3 squares for free.
2. Unit can over/move THROUGH TARGETS..ugghh
3. Unit that is wizard'ed get his normal slew of attacks with an added 3 movement.
I think I will take back my earlier statement.
Making it cost 1 action might be a worthwhile change.
Right now units that have less actions benefit far more from the fly then units who have multiple actions.
I have done a good bit of testing with the wiz now and I think that this is a solution that correctly adresses the problem.
I will talk to my co-workers about it.

Don't worry Nozem just replace warlock with archer + fire archer
Awesome.. so nice to see an amazing game run by great minds.
BTW..this piece is still a troubled unit.
Can someone up there please change that "JUMP" function. Make it cost 1 action to jump please or have it jump 2 for free.
If you want the biggest cheese deck, just
- 1 wizard
- 2-5 fanatic
..no demo deck can't beat it, thats for sure.
STILL WAITING.... WIZARD's ABILITY OF JUMP MUST COST 1 ACTION TO JUMP!!!!
Wizards aren't that bad. Get a couple of druids to stun/reset flying things.
1. If your demo and your opponent is using a wizard deck, there is almost no way you can win if both opponents play perfect.
2. If you want Zatikon to survive, the game can't revolve around you have X unit, means I must have Y unit or I lose. That's a bad dynamic. Wizard is just too powerful with flying units not costing actions.
I think the wizard has the same problem as the sergeant, they benefit because the 50 point units are powerful.
ty for changing wizard zatikon gods
I dont see the problem and overpowering of this 350 unit. But if anyone else do, give it a recharge option.
So he must recharge it to to give 2nd unit this ability.
But in this case the 350 is far to expansive for the unit.
Wait what changed about wizard? I don't see any change
Anyway if jumps cost 1 action, would you rather have this wizard with a bunch of fanatics/pikemen/footmen/whatever, or like a .... diabolist.
Wizard's Jump(s) cost 1 action
All we need is to figure out these sergeants/scout now and a-ok.
Coming back to this thread, I feel very strong in saying that the wizard is still overpowered EVEN with the JUMP costing 1 action.
Here are my suggested changes:
- Have wizard cost $400 and keep it how it is.
- Have wizard let all units have 1 JUMP space for free in addition to their normal actions.
- Have wizard cost $250 or even $200 and it only keeps the ability of melle units JUMP for 3. (will not work on any wizards of any kind, no fanatics (maybe footmen))
The Wizard has not been changed yet, but it will be changed in the upcoming patch.
Wizard has returned to being the most powerful unit in the game unfortunatley! Being able to make a sergeant fly and have that unit move 3 spots, shouldn't work (it was fixed before). Also, despite how enjoy all other sorcerer's can target themselves, the wizard should not be able to do this. He's just too powerful as is, let alone being able to target himself.
The flying sarg is fixed in the next update. The Wizards trade places and attack were reduced to 3 range to help make up for being able to target self. Maybe it needs further reduction.
The core problem is if wizard & another piece both have Jump3. This means Wizard can jump 2, swap places with the other unit that hasn't jumped, and then that unit can jump an additional 3. That would make that piece an almost instant kill ability within 6 spaces. Whether it's killing a golem or killing a mage, most all strategies are foiled with wizard's range ability. I love the wizard too, but it's too powerful.
Maybe if Jump was just 2 for every unit, then increase the wizard's attack to 4 range with 4 power?
I agree the wizards jump and switch places with another unit that can jump is too much. One idea we have tossed around is only allowing the wizard to swap with enemy units.
I do not like this idea, i like the strategy behind the trades. Removing it and also removing the ranged flight will cause the wizard extremely underpowered. Enought to make me never use one in my army again.
The swapping ability isn't the bigger problem. I was trying to suggest even let wizard have a range 4 attack (+1 from current) but allow him to only give flight to melee units. I really have a distaste for Zatikon being a range game. The Wizard has so many scenarios I play in random where it's virtually impossable to win due to that added range that ranged units recieve.
Removing the flight of ranged units would be a very good solution. Maybe the best one. The wizard attack is almost useless for now. +1 range would be apreciated too.