Master Apothecary

Master Apothecary

Creature — Human Cleric

Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn.

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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Master Apothecary Discussion

Gecko83 on Mono White Devotion

1 year ago

Ok, For game one, I added mostly a mana base; 21 Plains Windbrisk Heights, Emeria, The Sky Ruin, New Benalia, Eiganjo Castle, Mistveil Plains, Flagstones of Trokair, Castle Ardenvale, and Idyllic Grange

additionally i made one creature adjustment Master Apothecary was removed for Luminous Broodmoth. There is a mana increase in this swap but now a land does what the Apothecary does easier, and this gives a lot of the creatures some kind of mass removal evasion.

i will play more up to 15 games and make adjustments, let me know what you think.

Also Eye for an Eye is amazing.

Gadianten on Divine Machinations (Cleric Tribal)

3 years ago

Hey Managem thanks for comment, you seem to have the combo down. An amusing thing to note is that if Grand Abolisher is in play then there is really nothing anyone can do to stop it.

I have managed to shut down Saskia the Unyielding and friends with Battletide Alchemist, Master Apothecary and a four other clerics... he was not amused. He was much less amused when Mother of Runes ran interference against spot removal.

Raging_Squiggle on Smokin' and Token

4 years ago

I would suggest throwing in a bit of Cleric tribal. 12 out of your 23 creatures are clerics. Specifically, throw in a couple Master Apothecary's. They will help keep you alive while you're beginning to steamroll. Plus it plays nice for politics to protect another player from damage.

In addition, a couple Order of Whiteclay's can greatly help with recurring your lost creatures. Since 100% of your creatures are CMC <= 3, it'd be a good investment.

Lastly, take out 4 plains, throw in 4 Emeria, The Sky Ruin. Additional free recursion of your lost creatures will help in the longer games.

Raging_Squiggle on Trying to choose a new …

5 years ago

Plus it's rather difficult to protect Horobi, Death's Wail. You can't equip the Boots or Greaves to him, can't give him protection from anything, can't enchant anything on to him, or give him any sort of evasion. All an opponent has to do is target him with a cheap ability like Master Apothecary and Boom, commander down.