Oh, it's magic to watch a table shrivel up and die.

This is a list for the grand court of the venomous vizier and her poisonous promenade, provided by yours truly. As you peruse the fine selection of cards and the utility of their inclusion, this description will be a guide in order to explain the choices and some synergies you can expect.

The first question anyone should ask as they look over a deck list is "Why was this commander chosen? What purpose do they fulfill?" In the case of Hapatra, Vizier of Poisons, the answer has several layers. For my own purposes, I wanted to build a non-blue combo deck, that could be classified at the semi-competitive level of play. Hapatra, Vizier of Poisons stood out to me, as she was very inexpensive and has a unique utility to her deck. Additionally, she seemed to be brimming with synergy. Upon completing the list and playing the deck, I can safely say that the utility and synergy exists within the deck, but it isn't as plentiful as I first believed. The deck is relatively slow in the early game, but it does have serious late game presence. Ultimately, Hapatra can be a unique spin on the counters-matter theme that is very prevalent in the Commander format.If you like decks that:

  1. Aren't overly reliant on the commander, but can synergize strongly with your commander.
  2. Take a unique spin on a common archetype.
  3. Don't require specific cards or staples to function well.
  4. Play at a low-risk.
  5. Don't make you a prime targetor so on, then Hapatra, Vizier of Poisons may be a commander worth looking into for you.

If you don't like decks that:

  1. Use infinite combos.
  2. Don't have counterspells or could be susceptible to control.
  3. Aren't tier-1.
  4. Have a slower early gameor so on, then you may want to make your own changes to this deck, or reconsider the commander entirely.

As with any deck, you goal with this deck is to play on tempo. Since this list has few instant-speed reactions, it isn't a big problem to tap out when necessary. To the best of your ability, you will want to play cards that either develop your board, such as Deathrite Shaman, Channeler Initiate, or cards that sabotage your opponent's tempo, like Fleshbag Marauder, Damnation, Carnifex Demon, etc. Meanwhile, you'll be assembling mana acceleration through cards like Oracle of Mul Daya or Skyshroud Claim and assembling pieces to one of your game-winning combos.

As with any deck, there are cards that stand out and other cards that don't quite.


  1. Necrotic Ooze - Or as I like to call it, the Necrombo Ooze. This is a powerful tool that can turn dead cards that were once providing synergy, such as Channeler Initiate, into your late game win-con. Almost everything combos with this card, you must merely RTFC. However, the key to this card is by-passing summoning sickness and keeping it safe. However, if you can do that, you basically win.

  2. Wickerbough Elder - This card is pretty much at the same mana cost of Acidic Slime, which is pretty much a staple to the format. While this card cannot kill lands, it holds great synergy with most of the deck. It hoses artifacts and enchantments, often times more than once. It also has some love with Necrotic Ooze...

  3. Earthcraft - This card is insane in almost any green deck, especially token based decks. The main trick to this card is how it doesn't give a heckie about summoning sickness. Thus, this powerful mana ramp can accelerate your plans quickly, allowing you to move briskly through the mid-game and straight into the late game. This card also wins brownie points for allowing Necrotic Ooze to combo faster by giving it pseudo-haste.

  4. Survival of the Fittest - What's that? A green deck in EDH? Might as well use this card. Wait, you say your deck has Necrotic Ooze? Well, why didn't you say so? Now you have to use this card! But honestly, how can anyone pass up this card with a straight face? The value generated off of this card is ludicrous. It almost makes me want to run more recursion in my deck... Just in case...

  5. Skullclamp - "Oi, give 'em the clamps, boss! Give 'em the clamps!" Who's them? Snakes, snake tokens. Give the snake tokens the clamps. Clamps on the tokens, which are snakes, wearing clamps. They die, you draw cards, rinse, repeat, profit.

  6. Black Sun's Zenith - This card speaks for itself, sure, but I'll speak a bit for it as well. It is really good already, but with a general who cares about -1/-1 counters, it is a must.

  7. Maelstrom Pulse/Diabolic Intent/Entomb - Why? What do these have in common?? Well, I have the pretty invocations, and they're really pretty. Plus they fit the theme. So they're always staying forever.


  1. The Infect Mechanic - I don't like using it. Wither is more acceptable, but the mechanic is somewhat weak.

  2. Corrosive Mentor - The card itself isn't bad, nor is it completely undesirable, but it seems vulnerable. I may consider adding it, should one of the current selections prove to be ineffective.

  3. Life from the Loam - A card I would like to include, but space is the issue here.

  4. Craterhoof Behemoth - Ew. My desire to keep friends prevents me from using this card.

  5. Puppeteer Clique - Space issues. I kinda like this card, but it also seems like a gimmick.

  6. Meren of Clan Nel Toth - Is this card worth it? I see her used in some lists, but I just don't know.

  7. Archfiend of Ifnir - This card was applied in earlier builds, but I never found it all that useful. I either never drew it with cycling, or I never drew the cycling after casting it.

Ultimately, this deck closes out on one of its numerous combos. These are just a few. For space, assume that cards that interact with Hapatra, Vizier of Poisons also include Nest of Scarabs and Flourishing Defenses.

  1. Mikaeus, the Unhallowed + Woodfall Primus + Sac Outlet = Infinite destroy non-creatures. Infinite tokens with Hapatra, Vizier of Poisons.

  2. Devoted Druid + Hapatra, Vizier of Poisons + Ivy Lane Denizen = Infinite Green / snakes.

  3. Cinderhaze Wretch + Grim Poppet + Necrotic Ooze = Handless opponents. Infinite tokens with Hapatra, Vizier of Poisons.

  4. Channeler Initiate + Cinderhaze Wretch + Necrotic Ooze = Infinite Mana. Infinite tokens with Hapatra, Vizier of Poisons.

  5. Devoted Druid + Grim Poppet + Necrotic Ooze = Infinite green. Infinite tokens with Hapatra, Vizier of Poisons.

  6. Channeler Initiate + Devoted Druid + Necrotic Ooze = Infinite mana. Infinite tokens with Hapatra, Vizier of Poisons.

  7. Devoted Druid + Quillspike = Massive Quillspike. Infinite tokens with Hapatra, Vizier of Poisons.

  8. Sadistic Hypnotist + Infinite tokens = Handless opponents.

  9. Sac Outlet + Infinite Tokens + Blood Artist/Zulaport Cutthroat = Infinite life loss/gain.

I'll be trying to keep this list up to date with other combos that I may discover.

Thank you for giving my deck a look-over here; I hope you enjoyed. While your comments, upvotes, and other forms of support are not expected, they are greatly appreciated. If you have any questions or suggestions, please feel free to leave a comment. May you crush your opponents' hopes as you watch them cry!


Updates Add


Compare to inventory

Revision 10 See all

9 months ago)

+2 Quillspike main
+2 Evolutionary Leap main
+2 Necrotic Ooze main
-2 Terramorphic Expanse main
-2 Diabolic Intent main
-2 Hapatra, Vizier of Poisons main
-2 Mikaeus, the Unhallowed main
-2 Blowfly Infestation main
-2 Evolving Wilds main
+2 Fleshbag Marauder main
-2 Crumbling Ashes main
+2 Grim Poppet main
-2 Quillspike main
-2 Necrotic Ooze main
+2 Maelstrom Pulse main
-2 Woodland Cemetery main
+2 Entomb main
+2 Cinderhaze Wretch main
+1 Plaguemaw Beast main
+2 Mikaeus, the Unhallowed main
and 44 other change(s)