Every instance I've heard of people playing wizards, they're usually picking up Scorching Burst and Magic Missile. I can understand that - area effect burst, and 2d4+int damage per round. Solid.
However, I think Ray of Frost and Cloud of Daggers both have definite benefits if you're creative. Ray of Frost attacks fort - it's not going to be as useful against Brutes (who have a higher Fort than AC, if you saw the statistical writeup of defenses), and Soldiers don't seem to do a lot of moving around. But Skirmishers, Lurkers, Controllers - they move, and they might flee. Perfect targets for being slowed. It also prevents an enemy from shifting, which utterly buggers skirmishers.
As for Cloud of Daggers, it only fills one square, which isn't great for controlling the field. It does, however, provide a nice tactical advantage when you have a fighter in the party. You put the Cloud of Daggers underneath an enemy he has Marked. If that enemy shifts out of that square, he gets a free attack. If it doesn't shift, it takes damage. Also pushing people into the field is a nice added bonus to damage.
However, I think Ray of Frost and Cloud of Daggers both have definite benefits if you're creative. Ray of Frost attacks fort - it's not going to be as useful against Brutes (who have a higher Fort than AC, if you saw the statistical writeup of defenses), and Soldiers don't seem to do a lot of moving around. But Skirmishers, Lurkers, Controllers - they move, and they might flee. Perfect targets for being slowed. It also prevents an enemy from shifting, which utterly buggers skirmishers.
As for Cloud of Daggers, it only fills one square, which isn't great for controlling the field. It does, however, provide a nice tactical advantage when you have a fighter in the party. You put the Cloud of Daggers underneath an enemy he has Marked. If that enemy shifts out of that square, he gets a free attack. If it doesn't shift, it takes damage. Also pushing people into the field is a nice added bonus to damage.