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Ith, High Arcanist

Ith, High Arcanist

Legendary Creature — Human Wizard

Ith wants a deck that makes attacking it too costly, so opponents fight each other. It also works in a deck built around Humans, Tap / Untap Loops or Wizards.

  • Mana cost5 genericwhiteblue
  • White, Blue ()
  • Power / toughness3 / 5
  • RarityRare

Vigilance

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

Suspend 4—whiteblue

Build a deck with Ith Find it in the app

Archetypes

Cards That Fit Ith, High Arcanist

Picked for what they do in Ith's deck. When two cards do the same job, the one with the lower comes first. All of them fit Ith's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Ith, High Arcanist

explain how Ith works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 1 Jul 2013

In a Commander game where this card is your commander, you cannot suspend it from the Command zone.

Wizards of the Coast 19 Mar 2021

Ith's ability can target an untapped attacking creature. It will still prevent any combat damage dealt to and dealt by that creature this turn.

Wizards of the Coast 19 Mar 2021

The creature isn't removed from combat; it just has its damage prevented. It's still an attacking creature until the combat phase is complete.

Wizards of the Coast 19 Mar 2021

You can activate Ith's ability targeting an attacking creature you control during the combat damage step or the end of combat step. It'll untap and the damage it had already dealt won't be undone.

Wizards of the Coast 2 Feb 2024

A creature cast using suspend will enter the battlefield with haste. It will have haste until another player gains control of it. (In some rare cases, another player may gain control of the creature spell itself. If this happens, the creature won't enter the battlefield with haste.)

Wizards of the Coast 2 Feb 2024

Cards exiled with suspend are exiled face up.

Wizards of the Coast 2 Feb 2024

Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.

Wizards of the Coast 2 Feb 2024

Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.

Wizards of the Coast 2 Feb 2024

If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.

Wizards of the Coast 2 Feb 2024

If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 2 Feb 2024

If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.

Wizards of the Coast 2 Feb 2024

If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.

Wizards of the Coast 2 Feb 2024

If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.

Wizards of the Coast 2 Feb 2024

If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.

Wizards of the Coast 2 Feb 2024

Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.

Wizards of the Coast 2 Feb 2024

The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.

Wizards of the Coast 2 Feb 2024

When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.

Wizards of the Coast 2 Feb 2024

You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.

18 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Ith, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.PillowfortPillowfort decks make attacking you so costly or unappealing that opponents attack each other instead. Cards like Ghostly Prison make a player pay mana for every creature that attacks you, buying time for your own plan.Open the Pillowfort pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageTap / Untap LoopsCards that untap your permanents, so a creature or land can be used twice in one turn. Some untap effects create endless loops that win the game.Open the Tap / Untap Loops pageFogPrevents combat damage, usually for a whole turn. A single card can blank an entire attack, which in multiplayer often means surviving a turn you had no other answer to. Fog, Spore Frog, Maze of IthOpen the Fog pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper page