collections_bookmark Part of Duskmourn: House of Horror
Witch's Clinic card art
Live Play Data

Witch's Clinic

Land · Duskmourn: House of Horror Commander (DSC)
2%
Live Inclusion
Times Brought
745
Decks Running
356
Median Cast Turn
5.0
Drawn → Played
71%
Format

71% of drawn Witch's Clinics are played before the game ends, and the land sticks on the battlefield 95% of the time once it resolves.

Witch's Clinic enters a hand and almost always gets played. Across 710 tracked multiplayer Commander games on Playgroup Live, 71% of drawn copies reached the battlefield, one of the higher play-through rates we see for utility lands.

The land sits in 356 of the 19169 distinct decks in the dataset, an inclusion rate of 2%. That niche footprint reflects the card's design: its lifelink-granting activated ability costs {2} plus a tap, so it earns a slot only in decks that lean on a single large commander as a damage source. Median first cast lands on turn 5.0, reflecting that most pilots treat it as an early land drop rather than a late tutor target.

The top commander pairing is Valgavoth, Harrower of Souls by a wide margin, a Rakdos commander that drains opponents each time they draw. Giving Valgavoth lifelink turns every opponent's draw step into a life swing, which explains the concentration of Witch's Clinic in those builds.

At a glance
  • 2% of tracked Commander decks include Witch's Clinic
  • 71% of drawn copies reached the battlefield before the game ended
  • T5.0 median first-cast turn across tracked games
  • 95% battlefield stickiness once the land resolves
  • 305 distinct players have brought Witch's Clinic to a tracked game
  • 36% win rate in games where Witch's Clinic resolved (normalized to 4-player baseline)

First-cast turn

n=130
5%
T1
9%
T2
12%
T3
14%
T4
15%
T5
36%
T6-9
9%
T10+
Median 5.0 P25 3 · P75 7 · max 16
Cast same turn as drawn 53%

The "good card" funnel

746 brought · 305 players
Brought to game
746
Ever drawn
183
Reached battlefield
130
Still on board at game end
123
71%

Of 746 Witch's Clinics brought to multiplayer games, 183 were drawn, 130 of those were cast, and the overwhelming majority stayed on the battlefield through the end of the game.

≥ -0.2pp

Players who cast this card win 36% of the time (n=125) , vs 27% when it never left the library (n=484).

When players drew this card but left it in hand, they won 29% (n=50) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.

Observed gap +8.4pp; 95% confidence interval -0.2pp to +16.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

198 instances
1.0%
Library
62.1%
Battlefield
12.1%
Graveyard
4.5%
Exile

The vast majority of Witch's Clinics never leave the library in a given game, which is expected for any singleton in a 100-card deck. Of the copies that do move, most finish on the battlefield, consistent with the card's high stickiness once it resolves.

Commanders that played this card

in tracked games

Valgavoth, Harrower of Souls dominates the top-commanders chart, accounting for far more Witch's Clinic decks than any other commander. The spread beyond Valgavoth is thin, signaling that Witch's Clinic is a focused role-player rather than a format-wide staple.

Card text
Witch's Clinic card

Witch's Clinic

Land
{T}: Add {C}. {2}, {T}: Target commander gains lifelink until end of turn.
Duskmourn: House of Horror Commander (DSC) · Rare · Illustrated by Piotr Dura

Frequently Asked

How often is Witch's Clinic drawn in a Commander game?
In 710 tracked multiplayer games where Witch's Clinic was in the deck, it was drawn 25% of the time. That is normal for a singleton in a 100-card deck. Of 183 instances that reached a player's hand, 71% were subsequently cast before the game ended.
What turn does Witch's Clinic typically enter the battlefield?
Median first-cast turn is 5.0. The distribution is fairly spread, from turn 1 through turn 16 in the dataset, with the bulk of casts landing between turns 3 and 7. Because it is a land, players tend to drop it as their land play for the turn rather than holding it strategically, which keeps the median low.
Which commanders pair most often with Witch's Clinic?
Valgavoth, Harrower of Souls leads the top-commanders chart by a wide margin in the tracked dataset. The Rakdos commander deals damage to opponents whenever they draw cards, so lifelink meaningfully converts that damage into life gain. Beyond Valgavoth, the card shows up across a variety of color identities, since Witch's Clinic is a colorless land and fits any deck that wants to pump a combat-focused commander.
Does casting Witch's Clinic actually improve your chances of winning?
In 125 tracked participations where Witch's Clinic resolved, the caster's normalized win rate was 36%, compared with 27% in participations where it sat unplayed in the library. The +8.4 percentage-point gap is a directional signal, not a definitive conclusion. The confidence interval for this delta spans zero, so treat it as an early positive trend consistent with the card earning its slot rather than proof of a causal win-rate boost.
Is Witch's Clinic legal in Commander?
Yes. Witch's Clinic is legal in Commander (and also legal in Legacy, Vintage, and Oathbreaker). It is not legal in Standard, Pioneer, Modern, Pauper, Historic, or Brawl. Its colorless identity means it slots into any Commander deck regardless of color.
How concentrated is the Witch's Clinic data among a few players?
The data is well-spread. 305 distinct players have brought Witch's Clinic to a tracked game on Playgroup Live, and the single heaviest contributor accounts for only 8% of all instances. That breadth adds confidence that the numbers reflect real community behavior rather than one prolific player's results.