Vizier of the Menagerie


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Mythic Rare

Combos Browse all

Vizier of the Menagerie

Creature — Cleric

You may look at the top card of your library. (You may do this at any time)

You may cast the top card of your library if it's a creature card.

You may spend mana as though it were mana of any type to cast creature spells.

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Vizier of the Menagerie Discussion

skoobysnackz on Why use your hand if you got a library?

8 hours ago

Well this is really cool! I've been looking for a deck for Vizier of the Menagerie ever since it was spoiled, but everything I tried just seemed lackluster. I would also second the Nykthos, Shrine to Nyx suggestion, or maybe even a single Growing Rites of Itlimoc  Flip. The synergy with Kiora's Follower is pretty insane for generating lots of mana. I know itlimoc is just another enchantment that you can't remove from your library so nyx is probably the better addition if you will only include one.

Tetravirulence on Ur-Dragon

2 days ago

It'd be interesting to run an enchantress package with the number of enchantments you have. Cut some fat dragons/bad enchantments and artifacts for:

Otherwise I'd run the most color-useful signets for fixing and Fellwar Stone. Amulet of Vigor if you really want to keep running taplands. Commander's Sphere and Darksteel Ingot are pretty mediocre. Don't know about Herald’s Horn.

Cut the tri-lands for checklands like Dragonskull Summit? Or maybe a heftier reanimator (ie: Reanimate) package to cheat dragons in.

Cheater effects:

Dorks to consider:

Topdeck Ramp:

On theme and maybe useful:

Big beater:




clark1424 on Cradle of Carnage

3 days ago

i think Growing Rites of Itlimoc  Flip is better with revolt cards like Greenwheel Liberator, Narnam Renegade, Hidden Herbalists and Renegade Rallier. Top the curve with Vizier of the Menagerie and you get an explosive deck.=)

MacktotheFuture on Ixalan Merfolk Counters

6 days ago

Hey multimedia! Thanks for the suggestions. I should mention that this deck is built almost entirely off cards I've got from draft and packs, so some of the more interesting card choices come from just not having 4 of the good stuff.

Anyway, cutting Rhonas's Monument and Thaumatic Compass  Flip for 2x Cartouche of Knowledge is something I hadn't thought of but is actually a very good call and something I'll be aiming for. Search for Azcanta  Flip is one card I'd like to keep because it enables some pretty healthy aura grabbing in the late game. Vizier of the Menagerie can go though, giving me 3x Opt.

Then I can bail on Cartouche of Strength for 3x Druid. I want to keep Deeproot Champion because all the auras and Opts etc will buff that as well. But I'd be keen to know your thoughts.

multimedia on Ixalan Merfolk Counters

1 week ago

Hey, a lot of interesting card choices here. I think you should expand on the Jade Guardian with auras theme as it's the strongest here. More Cartouche of Knowledge; 4x Knowledge seems good because it does replace itself, a draw. Consider cutting Rhonas's Monument and Thaumatic Compass  Flip for 2x more Knowledge? I would also increase to 4x Opt because it's the cheapest mana way to help to find and draw Guardian or Knowlegde vice versa, which ever one of the two you don't have in hand. Consider cutting 1x Search for Azcanta  Flip and 1x Vizier of the Menagerie for 2x more Opt? Search and Vizier can't help to find an aura, but Opt can.

Guardian is a four drop it would be nice to be able to consistently play Guardian before turn four which you can do with more ramp. Consider cutting 2x Deeproot Champion for 2x more Druid of the Cowl? Ideally you want a mana dork, Druid, turn two because if you also have Guardian in hand you can then play it turn three. If you can get a Guardian into play turn three you can use the rest of the game to attach auras to it or grow it with other counters as well as protect it turns four and five which is when a board wipe will most likely happen. There's a huge difference between being able to have a turn three Guardian instead of turn four.

Suns_Champion on Fatty Finder (TM)

2 weeks ago

Hi! Sweet deck with a cool commander.

First off, your mana base could use some work. Check out for a list of lands you could use.

Here's some suggestions(I don't play green and don't know your budget so take em with a grain of salt):

Stonehoof Chieftain - good if you like attacking

Spearbreaker Behemoth - good for protecting your dudes. Sub in for Aegis Angel

Gisela, Blade of Goldnight - She's just... too powerful....

Spellbreaker Behemoth - if counter magic is big in your meta

Traverse the Outlands - this takes you from turn 5 to turn 10 just like that

Lightning Greaves - much needed protection and haste

Selvala, Heart of the Wilds - good ramp and card draw 50% of the time

Vizier of the Menagerie - card advantage and pseudo-color fixing

Worldly Tutor - will put the creature you need on top of the library before you use her ability

Farseek - can grab a plains or mountain. Becomes better with duel lands.

See the Unwritten - just another cheat effect

Chromatic Lantern - fixer/ramp

Rings of Brighthearth - 'spencive but good copy effect

Commander's Sphere - ramp/card draw in late game

Mirari's Wake - mana doubler + anthem

Momentous Fall - draw cards

Greater Good - lots

Life's Legacy - and lots

Reliquary Tower - of cards

Then in general terms, more haste enchantments and improvements to the mana base and you'll be looking good. Don't take all of these suggestions obviously, just trying to get more cards in your mind. Good luck!

Kovukono on Nylea, God of the Big Stuff

2 weeks ago



  • Giant Adephage (A good card, but often felt like win-more. I'm worried about taking it out due to its ability to get out of hand, but there was very rarely a draw where I was happy to see him. He's been in the deck since the beginning, so it's hard to see him go.)

  • Tornado Elemental (No reach, and only an ETB. On top of that, his "deal damage as if not blocked" is pretty bad in a trample deck. He was kept in only for dealing with flyers, but thankfully I think I've found an upgrade.)

  • Acidic Slime (5 mana for a deathtouching creature isn't much of an advantage when I can get cheaper artifact/enchantment destruction elsewhere in green. He was mainly there as a creature, but now needs to go.)

  • Gyre Sage (Essentially acted as a trap card. Potentially had huge rewards, but more often than not, I wanted a mana dork that tapped now, and not later.)

  • Garruk's Horde (Often didn't like to attack with him, due to the potential of losing him. I viewed him more as utility. This is a failing on my part. That being said, he was kept in mostly due to his top-deck ability, and I can now get that cheaper and better).

  • Something. I'm honestly not sure what. Looked the list over multiple times, but I managed to let one slip through.


  • Somberwald Sage (More ramp is great, but this one is a bit on the chopping block. A lot of the ramp that's been added recently seems lackluster outside of Selvala, Heart of the Wilds, but I'm hoping this guy will pull his weight.)

  • Sandwurm Convergence (Anti-flying tech is good, and while this won't destroy flyers, it does get rid of the annoying issue of not being able to block them.)

  • Nature's Claim (Cheap, efficient artifact removal at instant speed. Should have gone in quite some time ago, but hadn't.)

  • Growing Rites of Itlimoc (Yes. Hell yes. Getting four creatures on the board happens so often it's not funny. There's a ton of green decks this goes in, and this is one of them.)

  • Vizier of the Menagerie (It doesn't mana fix in this deck, but it costs 4 mana where Garruk's Horde cost 7 and I don't have to reveal the top card.)

  • Lifecrafter's Bestiary (Good card, and definitely has value at any point in the game. Worst-case scenario, it can jump-start my draw.)

Overall, this is one of the bigger updates overall. A couple of the cards had been swapped out recently, but most of them are new. So far, the deck's in an okay place. It could definitely be faster with a full-on elfball package, but I'm kind of resisting that. Also toying with making it more responsive, which could be a relatively large overhaul. I've considered multiple times making this a Selvala, Heart of the Wilds deck, but it just ends up being suboptimal for the commander, and would end up a fundamentally different deck.

dzapf2008 on The ripper of souls

3 weeks ago

I like the Planeswalkers that you are starting with, especially Nissa, Steward of Elements. A good place to start would be to add some dual lands in each of the color combinations: black/blue, black/green, & blue/green. The next thing I would do if I was you would be to figure out what kind of deck you want to build vs. the cards you have now. Grim Flayer, Rancor, and Tasigur, the Golden Fang would be a good start for a Delve deck. Adding blue into that would allow for card draw or counter spells. There are a lot of Green creatures that can ramp your mana, like: Llanowar Elves, Elves of Deep Shadow, & Elvish Mystic.

As far as cards you should remove from the deck right now: Harvester of Souls, Reaper from the Abyss, Soulstinger, Vizier of the Menagerie, & Manalith. You need to reduce the number of total cards down to 60. If you take these cards out you will be down to 66 cards. I typically use between 18 to 24 lands depending on the deck I am creating.

Hope this helps!

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