Sickbay is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Whenever a creature you control enters, you gain 1 life. At the beginning of combat on your turn, put X +1/+1 counters on target creature you control, where X is one plus the amount of life you gained this turn.
Complete guide
Sickbay is a powerful utility artifact that turns your steady stream of reinforcements into massive combat bonuses. By combining a life-gain trigger with a scaling buff, it rewards players who can deploy multiple creatures or find other ways to bolster their health before combat begins. Whether you are building a defensive fortress or a scaling offense, Sickbay ensures your creatures grow stronger with every arrival.
How it Works
Sickbay has two distinct triggered abilities. The first is a triggered ability that triggers whenever a creature enters the battlefield under your control, granting you 1 life. The second is a beginning-of-combat trigger that checks the total amount of life you gained during the current turn. It then places a number of +1/+1 counters on a target creature equal to that life total plus one. Note that it counts the total life gained, not the net change in life; losing life earlier in the turn does not decrease the value of X.
Resolution Step by Step
1. A creature enters the battlefield, triggering Sickbay's first ability. 2. When the first ability resolves, you gain 1 life. 3. At the start of your combat phase, the second ability triggers and you choose a target creature you control. 4. Upon resolution, the game calculates 'X' by looking at all life-gain events that occurred since the turn began. 5. You place X +1/+1 counters on the targeted creature.
Common Pitfalls
One common mistake is forgetting that the 'X' value includes a base of one. Even if you have gained zero life this turn, Sickbay will still grant at least one +1/+1 counter. Additionally, remember that the check for life gained happens only when the ability resolves at the beginning of combat. If you gain life after the combat phase starts but before the ability resolves (perhaps via an instant), it will count toward X. However, life gained during or after the declare attackers step will not help this specific trigger.
Strategic Timing
To maximize Sickbay, you should aim to play creatures during your main phase one. Each creature played adds to your life gain total, directly increasing the number of counters distributed. Because the trigger happens at the beginning of combat, it provides a window for you to enhance a creature before you declare attackers, potentially turning a small utility creature into a significant threat.
Interaction examples
If you cast Solemn Simulacrum during your first main phase, it enters the battlefield and triggers Sickbay, gaining you 1 life. When you move to combat, Sickbay's second ability triggers. Since you gained 1 life this turn, X equals 1 + 1. You put two +1/+1 counters on a target creature.
While The One Ring does not trigger Sickbay's life gain (as it is not a creature), it provides protection while you set up your board. If you have The One Ring and then play a creature, you gain 1 life. At combat, you get 1+1 counters. Note that the life loss from The One Ring's upkeep trigger does not reduce the value of X, as Sickbay only cares about life gained, not your net life total change.
If you manage to put two Solemn Simulacrum cards onto the battlefield before combat, Sickbay triggers twice, gaining you a total of 2 life. At the beginning of combat, X will be 1 (base) + 2 (life gained), allowing you to put three +1/+1 counters on a target creature.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sickbay
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Animation Module + Ashnod's Altar + Cleric Class + Sickbay
- 1Gain life.
- 2Cleric Class triggers, putting a +1/+1 counter on a creature you control.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4When the Servo enters, Sickbay triggers, causing you to gain life.
- 5Cleric Class triggers. Holding priority, activate Ashnod's Altar by sacrificing the Servo, adding
- 6Resolve the Cleric Class trigger, putting a +1/+1 counter on a creature you control
- 7Repeat from step 3.
Animation Module + Krark-Clan Ironworks + Cleric Class + Sickbay
- 1Gain life.
- 2Cleric Class triggers, putting a +1/+1 counter on a creature you control.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4When the Servo enters, Sickbay triggers, causing you to gain life.
- 5Cleric Class triggers. Holding priority, activate Krark-Clan Ironworks by sacrificing the Servo, adding
- 6Resolve the Cleric Class trigger, putting a +1/+1 counter on a creature you control
- 7Repeat from step 3.
Animation Module + Krark-Clan Ironworks + Heliod, Sun-Crowned + Sickbay
- 1Gain life.
- 2Heliod triggers, putting a +1/+1 counter on a creature you control.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4When the Servo enters, Sickbay triggers, causing you to gain life.
- 5Heliod triggers. Holding priority, activate Krark-Clan Ironworks by sacrificing the Servo, adding
- 6Resolve the Heliod trigger, putting a +1/+1 counter on a creature you control
- 7Repeat from step 3.
Animation Module + Krark-Clan Ironworks + Spider-Man, Peter Parker + Sickbay
- 1Gain life.
- 2Spider-Man triggers, putting a +1/+1 counter on a creature you control.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4When the Servo enters, Sickbay triggers, causing you to gain life.
- 5Spider-Man triggers. Holding priority, activate Krark-Clan Ironworks by sacrificing the Servo, adding
- 6Resolve the Spider-Man trigger, putting a +1/+1 counter on a creature you control
- 7Repeat from step 3.
Animation Module + Thermopod + The Destined White Mage + Sickbay
- 1Gain life.
- 2The Destined White Mage triggers, putting a +1/+1 counter on a creature you control.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4When the Servo enters, Sickbay triggers, causing you to gain life.
- 5The Destined White Mage triggers. Holding priority, activate Thermopod by sacrificing the Servo, adding
- 6Resolve the The Destined White Mage trigger, putting a +1/+1 counter on a creature you control
- 7Repeat from step 3.
Animation Module + Heliod, Sun-Crowned + Thermopod + Sickbay
- 1Gain life.
- 2Heliod triggers, putting a +1/+1 counter on a creature you control.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4When the Servo enters, Sickbay triggers, causing you to gain life.
- 5Heliod triggers. Holding priority, activate Thermopod by sacrificing the Servo, adding
- 6Resolve the Heliod trigger, putting a +1/+1 counter on a creature you control
- 7Repeat from step 3.
Animation Module + Ashnod's Altar + Heliod, Sun-Crowned + Sickbay
- 1Gain life.
- 2Heliod triggers, putting a +1/+1 counter on a creature you control.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4When the Servo enters, Sickbay triggers, causing you to gain life.
- 5Heliod triggers. Holding priority, activate Ashnod's Altar by sacrificing the Servo, adding
- 6Resolve the Heliod trigger, putting a +1/+1 counter on a creature you control
- 7Repeat from step 3.
Animation Module + Cleric Class + Thermopod + Sickbay
- 1Gain life.
- 2Cleric Class triggers, putting a +1/+1 counter on a creature you control.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4When the Servo enters, Sickbay triggers, causing you to gain life.
- 5Cleric Class triggers. Holding priority, activate Thermopod by sacrificing the Servo, adding
- 6Resolve the Cleric Class trigger, putting a +1/+1 counter on a creature you control
- 7Repeat from step 3.
Legal formats
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Meta decks with Sickbay
No archived Top 8 deck with this card yet.



Solemn Simulacrum
The One Ring






