We have a bunch of choices for spells. Here is the spells I have chosen to go with and why they fit well compared to others:
Condemn: The next thing to Path to Exile. The creature doesn't go away to exile, but to the bottom of their library is good enough. I feel it's better than Path in this deck because instead of letting them get a basic land from their deck onto the battlefield; we let them gain life...I mean...lose life.
Fiery Justice
: Yes it's a sorcery, but the fact that it's 5 damage divided so we can either use it to board wipe aggro decks, or we can hit our opponent for 5. Want to know what else it does? Gains the opponent 5 life! So while Tainted Remedy is on the battlefield, this card literally hits our opponent for 10! That's half their starting life total for only !
Rest for the Weary
: to gain 4 life? Or how about 8 life! We trigger Landfall a lot thanks to our fetches so this _should_ always be 8 life. It's instant speed so we can easily end step this to drain our opponent for 8 while Tainted Remedy is on board.
Heroes' Reunion
: Basically the same as
Rest for the Weary
except it only ever gains 7 life and costs . Same exact reasons to run this as
Rest for the Weary
.
Beacon of Immortality
: The easiest way to win the game. By having Tainted Remedy in play, and casting this card is an instant win! Because it says to "double target player's life total" if your opponent is at 12, it'll add 12 to their life total. But thanks to Tainted Remedy, they'll lose 12 life instead which kills them on the spot!
Dimir Machinations: A tutor for Tainted Remedy. If we already have our enchantment in our hand/play, we can easily use this on ourselves to dig deeper, or wreck their scry/draw.