Witch's Clinic

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Format Legality
1v1 Commander 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
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Witch's Clinic


: Gain .

, : Target commander gains lifelink until end of turn.

DreadKhan on The Realm Eater Slinging Spells

3 days ago

It's slow, but Traverse the Outlands is probably pretty good if you follow it up with a Torment of Hailfire. Witch's Clinic is a land that synergizes heavily with your Commander. Do or Die and the new Make an Example are both very good removal options, Do gives the opponent some input (but they're likely to lose more creatures), while Example will deal with any creature you want on the board for each opponent, and can also catch extra creatures sometimes.

DreadKhan on Sarulf Voltron

4 months ago

Tyrite Sanctum can give Sarulf an indestructible counter, as can Daring Fiendbonder, but it might be hard to get that one into your graveyard. Witch's Clinic might be nice if Sarulf gets big. Other stuff that gives an ability counter might also be worth a look, Titanoth Rex for Trample, but Indestructible is a particularly useful ability in a deck like this. Culling Ritual might be a good way to get under Sarulf and grab a bunch of +1/+1 counters, especially if people run lots of tokens in your meta.

Not sure it's wise, but it'd be hilarious to throw in a Worldslayer for Sarulf to use with Darksteel Plate or some other indestructible source, it's pretty strong if you can set it up. It's also funny imagining a big wolf clamping a human-sized sword between his teeth.

I could be wrong on this too, but I feel like you probably want some ramp sources that put lands into play, Green has tons of ways to do that. If you're really that concerned about cards being 1 dimensional (and being potentially dead), you can run Wood Elves, Farhaven Elf and Springbloom Druid to get lands into play while also offering a blocker I guess?

I like the idea of adding more defensive spells, very cool and challenging Commander to build.

DreadKhan on Kosei's Got a Gun

6 months ago

Would stuff like Tyrite Sanctum and Witch's Clinic fit in here? Not sure if you run into theft effects, but Homeward Path might be nice in a deck very dependent on one creature. With a Commander this easy to cast, Opal Palace might even fit.

Oldbear on Ruric TharrrrRRRRRRHHHHHH!

9 months ago

okay, added

  • Terror of the Peaks just so so good with all the big creatures in this deck
  • Cindervines more punishment of non creature cards and added removal
  • Witch's Clinic lifelink in this deck is very helpful - I have been a little concerned with not getting enough R & G mana sources given how many double and triple pipped cards i have so I'm gonna be careful about how many more colourless lands i add.


  • a forest
  • Soul of New Phyrexia I found this too expensive and keeping mana open just in case is not always an option given how the high curve for this deck.
  • Vengeful Ancestor added this but didn't update a little while ago, it is okay but cindervines was a little more synergistic so I'm giving that a try at the moment

Lord_Grimm on Nekustar

10 months ago

Wow! Looks amazing! After the changes, the only cards I 'may' consider cutting (if you have a few more cards you'd like to run) would be the following: Phyresis, Coveted Jewel, and surprisingly Lightning Greaves. Now that you have made a huge change, feels time to talk about the land base... my recommendations in that group would be the following: Choked Estuary < Witch's Clinic, Spirebluff Canal < Blood Crypt, Flooded Strand < Scalding Tarn, Underground River < Bloodstained Mire, Shivan Reef < Morphic Pool, Mountain < Luxury Suite, Island < Riverglide Pathway  Flip, Island < Clearwater Pathway  Flip.

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