Witch's Clinic
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.
- 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=130The "good card" funnel
746 brought · 305 playersOf 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.
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 instancesThe 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-
1
Valgavoth, Harrower of Souls
84 decks
-
2
The Lord of Pain
11 decks
-
3
Indoraptor, the Perfect Hybrid
8 decks
-
4
Anti-Venom, Horrifying Healer
6 decks
-
5
Daredevil, Fearless Fighter
6 decks
- 6 Dawnsire, Sunstar Dreadnought 6 decks
-
7
Ghalta, Primal Hunger
5 decks
-
8
Kratos, God of War
5 decks
-
9
Smaug the Impenetrable
5 decks
-
10
Tokka & Rahzar, Terrible Twos
5 decks
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.