Originally Posted by
tcrudisi
First, is he using the power properly? Even with Enlarge Spell, it is only a burst 2. It stays a burst 2 until the Wizards second turn, upon which he uses his Orb power to enlarge it by one more, making it a burst 3. So anything not in the burst 2 is fine. Yeah, burst 2 is big, but that shouldn't catch more than half the minions in it.
Secondly, have the minions come in after the first round of combat somehow. Minion generator, guy who brings them back to life in his aura, guy with power to bring them back, guy who summons them, etc. There are a lot of ways to bring them in (or back) after round 1.
Third, make the opportunity cost for killing the minions lower than doing something else. He's an Orb wizard, so if you put him against a solo with minions, he has a decision to make: use his orb power to lock down the solo or to kill the minions.