When a creature enters the battlefield, sacrifice Monkey Cage and put into play a number of 2/2 green Ape creature tokens equal to that creature's converted mana cost.
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Monkey Cage Discussion
1 week ago
This deck seems to have gone two ways at the same time and that usually doesn't work all that well, but it might be alright in this case. You see, Purphoros decks usually do not care for attacking all that much (they just create massive amounts of tokens or end the game in a infinite ETB combo), so cards such as Fervor and Goblin War Drums do not seem all that necessary.
I'll say what I always say: ramp wins most games. Having more mana than your opponents allow you to do so much more and much faster. Mind Stone and Hedron Archive can double up as card draw when you don't need them anymore. Treasonous Ogre allows you to trade health for mana, which can be dangerous, but can also win you the game with things such as Tempt with Vengeance. Hangarback Walker would also be amazing in this deck.
Vicious Shadows can outright win you the game if you have enough creatures in play (it highly discourages board wipes) and I would easily trade Dictate of the Twin Gods for it since it can be quite dangerous.
Dash creatures are be useful, but you don't need that many. I'd remove Zurgo Bellstriker and Mardu Scout. (Lightning Berserker can finish off someone when the board is clear and you have enough mana).
God knows I love [Ragavan], but Kari Zev, Skyship Raider won't shine much in here in my opinion. Hanweir Garrison is insanely good, but will you be able to attack with it without someone blocking it? I don't think so. Goblin Matron is a good tutor (and you have a bunch of goblins), but I don't know if you really need it.
Chandra's Spitfire isn't all that good in EDH, but by all means, if you like it, keep it. It still holds the potential to kill someone out of nowhere. Norin the Wary is really fun, but he's also a bit expensive and you don't really need him. Magus of the Wheel is unnecessary and probably will give your opponents the cards they need to deal with Purphoros or some other card you really need. I particularly dislike wheeling effects since they are extremely situational and I'd rather have some passive extra draw such as Staff of Nin or a Loreseeker's Stone any time.
As for the spells, I'd remove Mizzium Mortars and Reforge the Soul (again, wheel effects are hardly useful most of the times). Release the Gremlins is kinda bad in a matchup where you don't have that many artifacts to destroy, Indomitable Creativity works better since you can turn a bunch of tokens into something better.
I love Ruination (since I don't play that many nonbasics in my decks I don't really care for it) but it might be a bad card in the sense that it makes everyone hate you (but hey, you're already playing Purphoros, what is a little more heat, right?). I'm on the fence about this one. Same goes for Reverberate, Dualcaster Mage and Wild Ricochet...
Breath of Fury needs the enchanted creature to deal combat damage to an opponent. Yes, it might be useful, but I don't think it'll ever be relevant enough to be here.
- Goblin Offensive (Mana-dump cards like this can be useful to end the game)
- Soulbright Flamekin (Turns into 8 red mana every turn)
- Skittering Invasion (Consider this as a mana 10 damage to each oponent with Purphoros on the table since you can sacrifice the [Eldrazi Spawn] tokens to get your mana back)
- Monkey Cage can be fun if you know someone is planning to cast a big creature next turn. And in EDH where average CMC is 3, 5 mana for 3 creatures isn't all that bad. You could also blink a big creature in order to RELEASE THE MONKEYS!
- Flameshadow Conjuring allows you to pay for an extra copy of that spicy creature you want to cast. Probably a good card to have around. Imagine paying 1 extra for that Chancellor of the Forge or Siege-Gang Commander. It also triggers upon reentering the battlefield (Conjurer's Closet a creature and pay )
- Rite of the Raging Storm is downright amazing since no one can attack you with the creatures you provide and it gives you a creature every turn for you to attack with.
5 months ago
Nevinyrral's Disk out for Harambe.
Depending on your side of the argument you could include Goblin Sharpshooter to have a greater chance of saving the kids life or Stun Sniper to add more risk to the kid but save the ape's life. Up to you.
Ok that's all I got for now.
5 months ago
Some options to consider to fit the monkey theme: Monkey Cage - Starts with M and can make many Ape tokens. Zodiac Monkey - Has Monkey in title. Name Dropping- can use ""gotcha" to get back cards from graveyard with Moneky in title. Urza's Hot Tub - can tutor for your favorite monkey. Pack's Disdain - for removal. Riptide Replicator or Volrath's Laboratory - make monkey tokens. Urza's Incubator - monkeys/apes cost 2 less.
These don't start with M and technically are Apes but there aren't many "monkey" cards. Uktabi Kong, Uktabi Orangutan, Gorilla Berserkers, Gorilla Chieftain, Hidden Gibbons, Treetop Village, Side to Side. You can also try Adaptive Automaton, Brass Herald, Door of Destinies or Obelisk of Urd for a Monkey / Ape "Anthem effects". Belbe's Portal to cheat monkeys into play.
Good luck with your monkey deck
11 months ago
Also adding Daretti soon and with him can sac any artifact to get draco onto the field. with or without Monkey Cage, that's pretty beefy.