
Gandalf, Wandering Wizard
AI draftAI-generated draft analysis — not yet human-reviewed. Treat with healthy skepticism.Limited summary
A sturdy 4/5 whose ward {3} makes it difficult to answer efficiently, Gandalf is a strong defensive five-drop that can later cash itself in for three fresh cards. Its activated ability is expensive, but it gives mana-heavy blue decks an excellent late-game value engine.
Roles
Archetypes
Play around this
When targeting Gandalf, leave three extra mana available—or six if he is equipped with Wizard's Staff. If possible, use sweepers, sacrifice effects, or ability-removing removal that does not target him.
Gameplay notes
Do not activate the six-mana ability while Gandalf is still controlling combat unless you need cards. It is especially valuable in response to removal: Gandalf shuffles away and you draw three cards, while the opposing targeted spell loses its target.
Key synergies
Because ward is a triggered ability of the equipped creature, Wizard's Staff makes Gandalf's ward trigger twice. An opponent must effectively pay an additional {6} to resolve a targeted spell or ability against him.
Activating Gandalf triggers Elrond before Gandalf is shuffled away, so Elrond draws an additional card and the activation ultimately produces four cards total.
Radagast reduces Gandalf's casting cost to three mana and allows him to be cast with flash, making it much easier to deploy the large warded body while preserving mana for interaction.
Gandalf's activated ability draws three cards at once, giving Ravenhill Flock three +1/+1 counters while recycling Gandalf for a long-game value engine.
Gandalf, Wandering Wizard satisfies Flameshape's Wizard requirement, preserving access to its exiled cards when Goblins' Bane is unavailable.




