Kird Ape


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Eternal Masters Common
Duel Decks: Ajani vs. Nicol Bolas Uncommon
From the Vault: Exiled Mythic Rare
Ninth Edition Uncommon
Beatdown Box Set Common
Revised Edition Uncommon
Arabian Nights Common

Combos Browse all

Kird Ape

Creature — Ape

Kird Ape gets +1/+2 as long as you control a Forest.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -54%

0.06 TIX $0.35 Foil


Kird Ape Discussion

flintshadowrider on Naya zoo/bushwhacker zoo

1 day ago

I'd sub in Greenwheel Liberator for Flinthoof Boar. Mr boar man is straight up garbajo. Also I'd sub in 1-2 Narnam Renegade for Kird Ape for the incomming goyfs.

lagotripha on Mayael's Big Nayan bois

3 days ago

Most important thing in modern? manabase. You can't afford mana screw the first three turns unless you have a very weird deck. For budget lists I tend to stick to monocolour- I have some neat mono-black lists that kick butt. Knotvine mystic, as much as I love it, will not survive the turn it is played, and as much as I love Meglonoth and Godsire you will never be able to cast them against any deck playing removal (read, every deck bar some extreme aggro strats).Card advantage and board presence are big things in modern, and broadly speaking you have three strategies- aggro, which runs a lot of 1-drops and just kills turn three/four. Look at Goblin Bushwhacker/Reckless Bushwhacker, Loam Lion, Kird Ape and co if you want to try this. Cards like Vines of Vastwood to protect your creatures. For midrange, you want removal spells like Path to Exile, Condemn and so forth for the first few turns, alongside some acceleration into cards that trade two or three for one, to take out an opponent in those middle turns of the game. Some strategies include Troll Ascetic, Thrun, the Last Troll, Witchstalker or planeswalkers, or a more focussed strategy like Avalanche Riders type land destruction or Demigod of Revenge reanimation. Control decks basically just run removal, card draw and a couple things which eventually win. Its pretty rare to see one of these in naya colours.

Haste is a wonderful ability for your larger cards, and cards with it only rarely break the bank- a Stormbreath Dragon will soon dodge almost all relevant removal in the format, often closing out the game. Cards like Fatal Push, Path to Exile, Lightning Bolt, Abrupt Decay are all there to watch out for.

For mana cards the important thing is those first three turns. that means that lands that come in tapped are a major disadvantage. While on a budget, cards like Battlefield Forge, Inspiring Vantage, and so forth that are cheap, are untapped, but unfortunately don't pump Wild Nacatl and co.Biggest peice of advice? cut it to two colours or to monocolour if you're working on a budget, as lands and mana consistancy is where budget decks struggle, focus on three or four cheap, efficient cards that you want to cast every game and just build your deck to do that. Mayael's Aria/Greater Gargadon for example, and build the rest as manadorks and removal to achieve that. Lightning Helix/Condemn as removal/lifegain, for example.Good luck, have fun brewing, and test your decks before you buy.

Snap157 on Alpha Q Up

4 days ago

The7thBobba yeah lol, I just wanted to try my hand at it, I wont be buying this one anytime soon. The double lands count as both, so I didn't include basic lands because things such as Wild Nacatl and Kird Ape would need one more land to get bigger, and one more turn can often lose games. I've seen Loam Lion in a lot of zoo decks as well, I think I'll drop 2 Vexing Devils to add two of them. Thank you!

m0x on Atarka

2 weeks ago

I kept the name (explained in the "History" section) as the list has been changing. This used to be more Tempo based with cards like Vines of Vastwood but still employs some of those tactics such as trying to get ahead in mana and protect creatures from Burn with Atarka's Command. It really isn't a Zoo list with the low creature count and lack of Wild Nacatl and Kird Ape and I haven't been able to come up with a particularly good name for its current iteration.

In the description I briefly mentioned that it has trouble with non-creature combo decks and that those are the toughest matches. After side boarding, this deck can get a little faster and add some relevant disruption but I'd still classify those matches as unfavorable. Against creatures combos such as Infect, it has been very good so far due to the large removal suite.

This deck is favored against Burn for a few reasons: we do not give them free damage from our lands, we can usually gain a small advantage while killing their creatures (Seal of Fire vs Eidolon of the Great Revel, bolt a Goblin Guide after possibly getting a land, everything dies to Searing Blaze), more of our spells can deal with creatures, we are still almost as fast,and all of our creatures outclass theirs so we can control the board fairly easily unless they use burn to remove our creatures - which favors us as we are more likely to topdeck a 'bomb' like Tarmogoyf or Traverse the Ulvenwald.

tchau204 on

1 month ago

Response to Grave Titan:

  • I totally agree with you, I enjoy playing somewhat drawn-out games with many interactions; but "control" has taken more of the form of midrange in Modern. It's okay to play draw-go, but you just have to make sure that you can play as many spells per turn as possible in order to keep up with your opponent. Anyway, I would probably go with Grave Titan as well.

Response to the number of lands:

  • Just keep in mind that your deck will function much better if you don't miss a single land drop turn 1 through 6 (or further if you want to be able to play your win-con while having at least one form of protection up). This is even more important since you're playing Think Twice and Mulldrifter. You can't afford to be caught tapped out on their turn. It would probably be better if you maxed out Faerie Conclave though (the same way that people max out on Creeping Tar Pit or Celestial Colonnade for example).

Response to Serum Visions:

  • Its purpose is definitely not to provide card advantage. It's simply there to smooth out your draws, which is incredibly important in this format where a single stumble can cause you to lose the next turn. I still suggest a playset if you can acquire them, but I would play them alongside 3x Think Twice for sure.

Response to Tombstalker:

  • My point was simply that you should be careful with such a mindset. In decks that can play Fetchlands, Tasigur, the Golden Fang can be cast on Turn 2 with a single Fetchland + Thought Scour, while Gurmag Angler can be played on Turn 3 under the same conditions, while only requiring a single black (relevant in decks with more than two colors). Anyway, this is not really relevant to your deck design, so I apologize.

Response to win-cons:

  • You have most of what I would recommend if you want to stick to control. You could play one more Tombstalker, or you could experiment with cards like Thing in the Ice  Flip (kind of above the budget?) or Curious Homunculus  Flip (honestly, this card is fucking sweet).

Response to Zeniths:

  • People are probably comparing Blue Sun's Zenith with Sphinx's Revelation, which is definitely not close given how relevant life gain is. However, it's really not that bad in the late game, and playing a single copy may help a lot. With regard to Black Sun's Zenith however, I really still believe you should reconsider. Given that Modern is a Turn 4 format, you better hope to God (no pun intended, but Wrath of God) that you can wipe the entire board by Turn 4. Black Sun's Zenith can only provide -1/-1 on Turn 3 or -2/-2 on Turn 4, which is terribly insufficient/inefficient for Modern (see Kird Ape, Wild Nacatl, Monastery Swiftspear, Tarmogoyf, etc). I would much rather play Languish. The only arguments you can make for BSZ are that: (1) you can combine it with some other -X/-X ability or combat damage to finish something off, which will cost too much mana and will unlikely happen often, and (2) that it shuffles back in your deck for a potential second use, but really, a 1 in 45 chance, let's say of redrawing it is just too improbable to justify using it.

Response to card advantage:

  • Fair enough.


LightningShock@2 on Burn Zoo

1 month ago

sunshine1223 Smuggler's Copter is to slow for a Naya Zoo deck because of all of the crewing involved. This can waste some attacks and make the deck a turn slower. Another suggestion would be to cut 2 Boros Charm 2 Path to Exile for Loam Lionand Kird Ape There's not enough creatures in this deck to be as fast as normal Naya Zoo deck.

TeamSDBags on Modern Haste

2 months ago

This is an interesting build, and it looks like your trying for an 8-Whack style deck that kills fast and efficiently, however at the moment it looks like that mixed with some cards from standard that don't quite fit what your looking for.

Here are my suggestions,

I'd cut 4 Speedway Fanatic and play 4 Burning-Tree Emissary

I'd cut the 2 Timbermare and play 2 Ghor-Clan Rampager

I'd also cut the 4 Bromat Courier for 2 Experiment One and 2 Kird Ape

Drop your land count to about 19 or so and play Copperline Gorge, and Stomping Ground, realistically, if the game goes past turn 4, your probably not going to win anyway, and zoo needs gas, not fuel.

I'd find some room for Atarka's Command, 2 more Kird Ape, and maybe some Wild Nacatl

Also, cut Primal Forcemage as said before, you need to win fast. I could see Hellion being an alright bomb to play should you choose.

If you are looking for sideboard help, here is a solid sideboard right now,

2 Ancient Grudge

1 Atarka's Command

2 Grafdigger's Cage

2 Kitchen Finks

2 Molten Rain

2 Pyroclasm

1 Relic of Progenitus

1 Scavenging Ooze

2 Stony Silence

Also, if you are playing on a budget, and cannot afford this, I can offer a more budget friendly list of options, just be sure to tag my name so I get a notification about it.

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