Ith, High Arcanist
Legendary Creature — Human Wizard
Tap: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Printings View all
|Time Spiral (TSP)||Rare|
Combos Browse all
|Commander / EDH||Legal|
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Latest Decks as Commander
Ith, High Arcanist Discussion
7 months ago
I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.
So, what you want are cards that break the symmetry:
Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.
Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.
Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.
Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.
Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.
Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).
Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.
Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.
Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.
You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.
10 months ago
If you are looking for cards to take out, the primary cards I would look at: Martial Law - Only gets one creature, and is somewhat slow as a 4 mana do-nothing enchantment, while it can eek out value, it can also do very little Recumbent Bliss - Trading 1 for 1 with a single opponent sets you behind the other players, and I'm not sure the life gain is worth it. Ith, High Arcanist - Seems like it doesn't quite do near enough for its mana cost, and its suspend can be really slow. Like, if you have it on turn 2, great, but that may not happen often enough to be worth it. Icy Manipulator - Like martial law, but also you have to pay for it. It's by no means useless, but it's slow, it only works on thing a turn, and it might just do nothing for you. Mind's Eye - is super slow. Like, if you want to draw, lets say 5 cards, you have to invest 4 mana intially, and then 4 more mana over subsequent turns. Or, you could just cast Tidings and draw 4 cards for 5 mana. Victory Chimes - just meh. While you can dream of making cool deals for the extra mana, as someone who has played Spectral Searchlight , its mostly just a bad mana rock.
Also, just as a word of advice, one thing you need to be aware of as a control deck is that when you use removal on someone's threat, be it a counter, or other removal, it puts you at card disadvantage. With that in mind, I would advise cheaper counterspells, such as Swan Song , Arcane Denial style cards. Also, packing some more card draw would maybe not be the worst idea, instead of the group draw artifacts you have currently. That's my personal advice! Good luck :+)
1 year ago
2 years ago
Very original deck. I am curious though, how often do you manage to pull off a win with the Ith, High Arcanist and Illusionist's Bracers combo? Your play group must know by now that these two must never be on the board at the same time :)
2 years ago
I would cut:
- Isperia, Supreme Judge - slow, mana intensive and situational
- Ith, High Arcanist - even worse then Isperia
- New Prahv Guildmage - this one just a bad card
- Torrential Gearhulk - You have only 5 instant spells in Your deck, so prety often it will be a dead draw card.
- Unbender Tine - realy slow for what it does
2 years ago
Azor's ElocutorsOrzhov AdvokistMartial LawIth, High ArcanistMaze of IthSupreme VerdictWrath of GodDay of JudgmentGreater AuramancyGrand AbolisherThalia, Heretic CatharWillbreakerLavinia of the TenthSelfless SquireSphinx's RevelationEnd Hostilities
3 years ago
I'd recommend some of the higher cmc creatures, and utilizing your commander's discount to gain an aggressive advantage. A balance of slowing everyone else down while speeding yourself up really jealous this deck when it comes to the win.
Drogskol Reaver only costs 5 in your deck, and is a flying double-strike that will start giving you serious card advantage.
Ith, High Arcanist is good for shutting down that one obnoxious creature that might be able to swing through. Though first I'd consider adding in the actual Maze of Ith. As far as slowing down a game and pillowforting goes, there isn't a much better staple. Someone swings something you don't like, anywhere, and you can just pretty much undo it.
Along those lines, Kor Haven has saved me many a loss as well. It requires more mana, but it also produces mana. I'd strongly suggest both if you want some game-controlling options.
Both Ojutai (Dragonlord Ojutai for card draw, and Ojutai, Soul of Winter for increased control) would be pretty good cards. They cost 3 and 5 respectively with your discount, and can swing for significant damage.
Medomai the Ageless costs 4 in this deck, and can net you extra turns. Repeatedly.
Frost Titan doesn't receive the full benefit, but it does boast both power and recurring disruption. Cards like this, and any that are both , can really help give you that edge that'll drive home the win.
3 years ago
Back to the original subject, abilities only work from the battlefield unless the specify another zone, or otherwise only make sense functioning from another zone. Oloro, Ageless Ascetic triggers from the command zone, Derevi, Empyrial Tactician's ability can be activated from the command zone, Skullbriar, the Walking Grave keeps his counters in all public zones, Karador, Ghost Chieftain costs to cast from any zone he can be cast from. Ith, High Arcanist cannot be suspended from the command zone because suspend only works from hand.