A few comments, here.
One is that people really should note what their assumptions are regarding the play conditions. This does affect certain powers, and especially the arguments for or against them.
Take, e.g., the argument of MM vs. other Wizard At-Wills. Some people say that the longer range is a reason to favor it. However, the question is whether that longer range actually comes into play, and this is a question of the game you're in, not the power itself. As for myself, I believe that in the first game I ran, the ranges never really got above 10 (I'm working on this). Just one example of how other factors can change the assessment of a power.
The other advantage is that MM can be used with the plethora of Warlord Abilities that grant ranged basic attacks. Its a little weak compared to the rest when not figuring that, but it allows you to participate when the Warlord coordinates fire and other such stuff.
Which, especially in later levels when you are going to be using your at wills less and less will be very strong. Especially combined with Solid Sound. So when the Warlord tosses out his "you can make a ranged basic attack" you get +2 bonus to any defense(that you have not used solid sound for to get a bonus already, though if the power is a different than one you used already the DM might rule it a "different source), and get to make an attack when you would not have otherwise.
A wizard with a melee weapon and implement in each hand(or a staff) can participate fully with warlord abilities that grant extra attacks without problem.
This makes the power a lot stronger(and makes staff wizards a lot stronger) when used with a warlord.
WinterTouch is an entire feat whose purpose is to put cold spells on par with non-cold spells with regard to "to hit", but only if the Wizard takes the Lasting Frost feat as well.
Unless your entire party takes Lasting Frost and WinterTouch and stocks up on cold weapons. The cold keyword moves over to their powers and they make enemies vulnerable when they hit[for another +5 damage and combat advantage, which can be pretty big], so now your rogue doesn't have to flank to gain combat advantage, your ranger gets +5 damage and +2 attack on all his multiple iterative attacks, your fighter hits and interrupts movement easier.
And to top if off, you've got a few area cold spells that hit against reflex(at least Icy Terrain, i didn't look much at the later ones).
Taken alone it doesn't seem all that great, but taken as a whole it can be pretty nasty.
There is also a helmet that have the effect that every time you grant someone a basic attack, that person gets a standard action instead. That can be really nice with Commander's strike.
Its only once a day so you are more likely to use it when you grant attacks from dailies that give multiple friendlies attacks as well.
Where the hell are you people getting this at-will "Illusionary Foes" for Wizards? I'm looking through my PHB, the DND Insider Database, everything, and I have no idea what you're talking about.
Newest Dragon issue "Class Act: Wizards"
Heh, yes. I figured that was covered by the comments about autokilling minions and pushing people into/through it for extra damage.
Curious, I can't check right now - if you hit a swarm with this, do you trip the vulnerable for the initial damage and for the Effect?
Yes, you do trip the vulnerability for the initial damage and the effect. The efect is a Zone effect and the initial damage is an AoE "Everyone in the square" not a single target effect. So you ought to trip on both.