Options for tribal
Brass Herald is ideal if you want this to have a bit more tribal in it. When it comes in, you get more wizards to play, so its very useful if you're running out of a hand, need more people, or even just for the +1/+1.
Call to the Kindred- this is a card similar to Brass Herald, in it looking at the top few cards and taking a wizard. It can be useful to get out more creatures faster and allows you to keep digging for lab maniac every turn.
Coat of Arms THIS CARD is easily the most powerful card in the deck for tribal purposes. chances are you'll have at least 10 wizards out. Swing for 100 There really isnt much else to explain, If you're going to do tribal, you're going to need this card.
Distant Melody- A great card that will draw you many more. what it basically does is double your output of cards for one turn for 4 mana. now THAT is value.
Diviner's Wand
- lets say to play this turn 3, equip it turn 4. turn 5 you get azami out. at this point you'll probably have at least 7 or so wizards. tap 6 (all but the equipped one), draw 6 cards, then swing for 7 damage, and even more the next turn. Above all else, its just a very solid card.
Door of Destinies- This card goes f**king CRAZY in this deck. you'll have casted at least 15 guys by turn 10, and lets say 10 were after the door. SWING FOR 150!!! VALUE!!!
Inspired Sprite
- just like the door, this card goes crazy in this deck, and you can see why. Just read the card and you'll understand just why it useful for tribal.
Konda's Banner
- another mass buff spell for this deck,
Konda's Banner
will give +2/+2 to your field as long as its on azami (or any other one of the legendaries), and that will easily cause the death of anyone who gets in your way.
Nameless One
its as big as the rest of your field. no explanation needed.
Sage of Fables
-this card is just another thats used for mass buffs. It can also be useful if you really need to draw cards.
Peer Pressure- this is only used for the mirror match, and damn it works. If it resolves, you take all their stuff (including their azami, hopefully) and it wrecks them. if you do get their azami, just sacrifice yours and keep it.
Options for extra control
Spell Crumple- an obvious addition, Spell Crumple will get rid of their combo piece for good (hopefully).
Rayne, Academy Chancellor
- One of the most interesting cards ever printed, Rayne is extremely useful against a variety of decks. While most of the time she may not be enchanted, her ability will still get you 1 card per target, hopefully swaying your opponent into making a different choice.
Meishin, the Mind Cage- Chances are you weren't planning on attacking, right? Well, this will help you out a lot in that case. Meishin will prevent you from being hurt by most things due to your most likely incredibly huge handsize.
Vedalken Orrery- running one of these will give you many more options. It allows you to keep your entire board open until you need to make a decision, and can throw the opponent off of whether you have a counterspell, or you just want to flash something in at the end of their turn.
Mana Short- its a full round of them doing nothing. Need I say more?
Ertai, Wizard Adept- its a reusable counterspell, what more explaining do you need?
Barrin, Master Wizard
- clear their board of pesky creatures at the price of your own.
Beguiler of Wills- Take away their peaky creature and hit them with it!
Options for more draw
Anvil of Bogardan- draw 1 more and discard 1, its that simple.
Bident of Thassa and
Coastal Piracy
- If you're using the attacking strategy, these are for you. instead of tapping your creatures for cards, hit the opponent for draw! Win/Win!
Slate of Ancestry
- before tapping all your guys out, use this! discard your tiny hand for a huge one!
Skullclamp- If you need to draw a few more cards to win, or just b/c you want to, this is a great card. just sac 1 of your guys and get 2 more cards.
Options for extra turns
Beacon of Tomorrows- A great option for this. While it is a bit costly, it gets shuffled back in, which means you can use it again and again, causing infinite combos.
Magosi, the Waterveil- simple exchange of turns, simple as that. While I don't use it much, Many people enjoy using Magosi to win games on the extra turn.
Plea for Power
- No matter which option is chosen, Its amazing for 4 mana. There is no reason NOT to include this if you plan to use extra turn cards.
Time Warp- another turn? sweet!
Walk the Aeons
- The same as time walk, but the difference being this has a flashback. If you ever really need to win a game, this is your card.
Other Options
Aether Vial- a very useful card. As long as you just keep it on one, you can throw out another wizard every turn.
Cloud Key- this is a maybe card, but is still useful depending on how you use it, and as such, should never be out of the question as a card to use.
Fabricate- this will allow you to grap the door, Coat of Arms, or Obelisk of Urd to use to buff your wizards.
Fact or Fiction- gets you what you want when you want it, just a solid card!
Parallel Thoughts- this card will allow you to get all of your combo pieces all at once. there is a risk of Naturalize, though.
Wonder- gives you Flying. who doesn't want flying?
Faces of the Past
- If you ever face off against a bunch of kill spells, this will allow you to get the most bang for your buck, given that you're buck's going to die.