Kird Ape


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Duel Decks: Ajani vs. Nicol Bolas (DDH) Uncommon
From the Vault: Exiled (V09) Mythic Rare
Ninth Edition (9ED) Uncommon
Beatdown Box Set (BTD) Common
Revised Edition (3ED) Uncommon
Arabian Nights (ARN) Common

Combos Browse all

Kird Ape

Creature — Ape

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

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Recent Decks

Kird Ape Discussion

kael243 on Pauper RG

2 weeks ago

I think I'm putting Kird Ape in the side for now, since I'm having fun with Young Wolf as a one-drop because of its Undying. I might change it though, after I run some play-tests.

nickd03 on Pauper RG

2 weeks ago

Hi! I don't play pauper myself, so I'm very unfamiliar with the format, but I'm still an experienced player so I may be able to help. Kird Ape would be good in this, as it's essentially a 2/3 for 1 mana. In your sideboard I would run 2-3 Ancient Grudges, its good artifact removal in your colors. I would also sideboard 1-2 Life Goes On an all-star against burn because their obviously gonna burn your creatures so it's good to have an answer. Scab-Clan Mauler and Burning-Tree Emissary are both just great value and I can't stress the need to run 4 of both. Hooting Mandrills would be a good 1-2 of, you can normally cast it for cheap. For pump, I'd go with Giant Growth and maybe Titanic Growth. Good luck and I hope I was able to help!

Dalektable on Archetype: Zoo

1 month ago

Hey everyone! I was just wanting to hear opinions on the zoo archetype in pauper, and if it is powerful enough to complete. Now with Kird Ape at our disposal, I believe the archetype to have unexplored potential. I have been working on and brewed up what I am calling Rainbow Zoo, a RG Zoo deck abusing the domain mechanic. I would love any advice you all may have, and thoughts on the archetypes place in the pauper format.

CaptDan on Red-Green Midrange

1 month ago

Thanks Austin_Smith_of_Cards for your suggestions.


Yes, as MTGplayer00 suggested too, 4x Kird Ape is pretty good in this deck.

I removed both Leafcrown Dryad, as I have other ways to deal with fliers in the mainboard and sideboard.

I added a 4th Blastoderm, as it is a very strong creature.

Finally, I change some land to help playing key cards on curve and removed some cycling lands.

I will play more game with this list and let you know how it goes.

Thank you!

Austin_Smith_of_Cards on Red-Green Midrange

1 month ago

Definitely recommend either a playset of Kird Ape to start aggressing early, or Llanowar Elves variant to curve into your bigger drops faster. You're not running any 1-drops besides your burn and Bonesplitter, so having a creature to either start the face race or eat removal is super important.

For two-drops, Burning-Tree Emissary is great for pumping out other creatures, which is powerful vs control and aggro.

I'd probably fill out to a playset of Blastoderm, since it's one of the best beaters ever. You could also playtest Tajuru Pathwarden; it's a fantastic curve-topper.

Pheardemons on Pest Problems (MODERN)

1 month ago

Love the thought and the theme - +1.

Couple of suggestions. I don't see the keyword "budget" anywhere, so I'm going to list all possible options for this deck. They will range from expensive (as in cards in competitive magic) to budget options since the deck seems to be in that kind of range.

Lands first. Since you are two colors, playing that many basics isn't a terrible idea, but not drawing a particular color, or not enough mana sources of that color, can still be a thing that holds you back. Options are fetch and shocklands to get your colors as soon as possible - Marsh Flats and Godless Shrine are the two in your colors. You can include other black and/or white fetch lands like Bloodstained Mire or Windswept Heath because they both search for Godless Shrine. However, late game they can only search for one of the basic lands which may become a problem. In lue of other fetch lands, dual lands such as Isolated Chapel or Concealed Courtyard are the other two options that are played in modern. Ironically, they're opposites in the fact that you want Concealed Courtyard in your opening hand, and not late game, where as you don't mind Isolated Chapel late game, but would prefer not to see two in your opening hand since they would both come in tapped. These lands will greatly increase your color fixing, not to mention fetching lands helps thin the deck so that you are drawing less lands later in the game. (I do have to mention that, with each fetch, there is only a 1% less chance of drawing another land, but every bit of help can do wonders). Lastly for lands, 24 seems too much for a deck that curves out at 3 mana, and the three mana cards are only 6% of the deck. I'd recommend going down to 22. See if that helps at all.

Onto creatures. I see why you like Doomed Necromancer here, but he is someone that should be taken out of the deck. First off, he's three mana which is at the top of your curve. Secondly, he takes a full turn to be able to activate his ability. Thirdly, even if your opponent doesn't (or can't) pay the three life (assuming Athreos, God of Passage is on the battlefield) he still then takes another three mana and another turn to activate. He's too slow for modern, especially with the fact that you're not bringing anything BIG back. Just other smaller aristocrat type creatures. I feel like Spiteful Returned is in a similar position. Four mana to bestow, just for two life upon attacking? Aside from Cartel Aristocrat, how many of your creatures are truly just going to keep attacking? modern is full of 2/3 and 3/3 one drops (Wild Nacatl, Kird Ape, Merfolk, ect) that will simply just block your creatures. I know you don't care about dying, but those kind of decks can assemble and be MUCH faster than you, so you need to be able to compensate in order to beat those types of decks.

Honestly, you could try to go the infinite route with Viscera Seer, Kitchen Finks, Anafenza, Kin-Tree Spirit, and Murderous Redcap. However, that isn't exactly new and you lose a lot by not adding green. In saying that, I do think you should consider Viscera Seer as another sacrifice outlet. It also helps you scry which has the potential to be game changing in the long run.

Other control aspects. Being that you're playing black and white I think you should consider these options for creature destruction: Path to Exile and Fatal Push. These are arguably the strongest creature removal spells in the format. Also, for more hand disruption, you could look into Thoughtseize. The 2 life is almost irrelevant being that you're playing Blood Artist to gain life.

I am not trying to sound like an arrogant jerk here assuming you don't know what your cards do, but I do want to make sure you understand two interactions that could potentially happen in your deck. If you already knew these, I'm sorry. Gift of Immortality, while useful, does have a potential backfire. If Athreos, God of Passage is out and a let's say Black Cat dies with Gift of Immortality on it, then you would need to choose how the stack would resolve. You have the option of choosing when your opponent discards there card at random, when Athreos, God of Passage's trigger goes, and when Gift of Immortality goes. Here's the problem. If you allow Athreos, God of Passage's trigger to resolve first, your opponent can NOT pay the 3 life and allow the creature to return to your hand. While this may sound beneficial at first, you then LOSE Gift of Immortality being that the creature is not returned to the battlefield, and Gift of Immortality has no target. If you allow Gift of Immortality to resolve first, then Athreos, God of Passage's trigger is meaningless. Just wanted to make sure you knew how that went to decide whether or not to keep Gift of Immortality.

The second interaction is with Tidehollow Sculler. For him to be used to his MAXIMUM potential you need a sacrifice outlet. Let's say you have Cartel Aristocrat on the battlefield. You cast Tidehollow Sculler and he resolves, and his enters the battlefield (ETB) trigger goes on the stack. BEFORE HIS FIRST TRIGGER RESOLVES, you then sacrifice him to Cartel Aristocrat so that you now have two triggers going onto the stack above Tidehollow Sculler's etb. You give Cartel Aristocrat protection from whatever color you want, then Tidehollow Sculler's second trigger resolves returning whatever card he exiled. Here's the kicker, HE HASN'T EXILED ANYTHING YET. Therefore, nothing happens. Now that those triggers resolved, his initial ETB trigger resolves, and you get to permanently exile whatever nonland permant is in their hand. Again, if you knew these interactions, I apologize for wasting space and your time to describe them.

MTGplayer00 on Red-Green Midrange

1 month ago

Either one works I suppose. If I were you I would cut Leafcrown Dryad for that early game aggro. 4 mana for an aura that gives +2/+2 and reach is not the greatest in my opinion, especially considering that you have Elephant Guide which I think is more effective at that. If you want flyer hate I would just put something in the side if I were you (some effect similar to Matsu-Tribe Sniper - which is great faerie hate, too). Also consider Kird Ape and maybe adding some more multicolored creatures to squeeze value out of Naya Hushblade and Jund Hackblade. If you have multicolored things Jund Hackblade effectively becomes the best possible version of Gore-House Chainwalker and Borderland Marauder.

MTGplayer00 on Red-Green Midrange

1 month ago

First off I would like to say that I, personally, really enjoy this deck. I play almost exclusively control decks and this is one of my new go-to's when it comes to pauper playtesting nowadays. You mentioned that this deck is supposed to function very well against control, and I would say it does. It wins around 50% of the playtests I do with it, but there is one thing that I think would make it far better against the decks I play.

Keep in mind these suggestions really only apply to decks that I like to play and mostly revolve around my playstyle so take them with a grain of salt and ignore them if it's not how you want this deck to be.

Most control decks I play take around two turns to get answers online game one. Taking a look at your turns 1-3 threats (the turns in which you have the best opportunities to strike at control decks) I see some good and bad. The burn spells take care of weak control-creatures very well and Bonesplitter is great for making tiny creatures more powerful, but there isn't very much that I would feel panicked to take care of as a control player. When I play control I get nightmares about Gore-House Chainwalker, the shard-blade creatures, and Kird Ape. Cheap creatures that I have to waste answers on that prevent me from saving answers for the beefy things like Blastoderm and Entourage of Trest.

I understand that small and early creatures like that are more of an aggro deck thing than a midrange thing. But by turn three having a Nest Invader, Eldrazi Spawn, a Gore-House Chainwalker, and a Bonesplitter would be amazing against control. Can't be edicted, difficult to block with 1/1s and 1/2s, and it would take too much mana to remove each individually. So maybe at least put a couple of more aggressive/early game value creatures in the board.

Again, this is more of a pacing thing against control players like me. I'm not asking you to completely throw the deck's pacing and style out the window, but from personal experience I know that at least putting 2-3 of these kinds of creatures into the deck would make the deck very effective.

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