Ith, High Arcanist
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Ith, High Arcanist

Legendary Creature — Human Wizard

Vigilance

: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Suspend 4— (Rather than cast this card from your hand, you may pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)

Recommendations View more recommendations

BrassLord on Hippo Buddies Ideas

2 years ago

Oh, also it’s not mandatory, but Ith, High Arcanist can tap and untap himself for a LONG time, which doesn’t end the game (as it’s just slow play, you eventually HAVE to not target it). I imagine he’s either sparkling/ shimmering or hes just diddling himself hahaha

leesteak on Turning A Profit

5 years 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 :+)

Bababad on The Maze Ith in Your Mind

5 years ago

Sunder + Ith, High Arcanist + Illusionist's Bracers + Walking Atlas could be a hilarious tempo play

NV_1980 on Hold Infinity in the Palm of your Hand

6 years ago

yungxak,

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 :)

Wkr,

NV_1980

Matrixxx999 on Gwafa Hazid, Profiteer (The Politics Master)

6 years ago

I would cut:

JaysomeDecks on

7 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.

Neotrup on How do I know what …

7 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.

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