|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Uncommon|
|Planar Chaos (PLC)||Common|
Combos Browse all
Simian Spirit Guide
Creature — Ape Spirit
Exile Simian Spirit Guide from your hand: Add (Red) to your mana pool.
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Simian Spirit Guide Discussion
2 days ago
6 days ago
Simian Spirit Guide is a really good call, but it doesn't have much synergy early-game with Black or any cards other than Tibalt, the Fiend-Blooded. (Unless you really feel like dropping a Turn 1 Lightning Bolt, I guess)
I use a Putrid Imp in my Legacy speed dredge deck as well as Heir of Falkenrath Flip and Stromkirk Condemned - a couple other manaless Discard options albeit with once-per-turn constraints (though they are Vampires to go with my other suggestions and are Modern-Legal).
6 days ago
1 week ago
Tocatli Honor Guard cant be bad for yourself ? i mean kiki-jiki has ability , also a token has ability and its a creature too so it locks this deck i think ( need to ask someone who knows better ) i dont actually know this deck, didint play it, but i do think that, if we put some Simian Spirit Guide it may faster this deck too.
1 week ago
1 week ago
Two words: Card Advantage.
You pay 7 life and he gets you that 7 life right back when he swings. You can draw 14 cards in a single turn, outside of other times like your Draw Step.
He's also a hulking 7/7 Flyer, which is completely respectable.
The way the deck works with Goryo's Vengeance is like this:
Step 1.) Dump Griselbrand into your graveyard. You can do this by going 2nd and playing nothing, forcing you to discard. You can also do this by playing something cheap, such as a T1 Faithless Looting.
Step 3.) You are going to pay 14 life and draw 14 cards. You are at 6 life left. Swing with Griselbrand and recover 7 of your life. What you are drawing for is Fury of the Horde. This spell allows you to discard two red cards rather than pay it's mana cost. With an opening hand of 7 cards where you play a land (6 cards) and cast a Faithless Looting (-1 FL, +2 draw, -2 discard = 5) you should have 5 cards in hand your 1st turn with Griselbrand in your graveyard. You'll draw for your Draw Step on your 2nd turn (6 cards), play a land (5 cards), cast Goryo's Vengeance (4 cards) bring back Griselbrand and draw 14 cards (18 cards). With 18 cards in hand, you should statistically have gotten at least 1x Fury of the Horde with two red spells you can discard for it.
Step 4.) After your 1st Combat Step on your 2nd turn of the game, you will have spent 14 life, going down to 6 in total. Then gained 7 life from Griselbrand's Lifelink, putting you back up to 13. You'll have 18 cards in hand. You discard two red cards and cast Fury of the Horde. you get a 2nd Combat Step, in which you swing for another 7 damage and gain another 7 life, putting you at 20 life again. From here, you pay an additional 14 life to draw an additional 14 cards. Your hand should now be (18 - Fury - 2x red = 15) + 14 draw = 29 cards. You now have 1/2 of your library in your hand.
Step 5.) With 29 cards in hand, you discard two more red cards to pay for a 2nd Fury of the Horde, giving you a THIRD combat phase, where you swing for ANOTHER 7 damage. Your opponent has now taken 21 damage on your 2nd turn.
Turn 2 Win
And it's 100% possible to get a T1 win if you run Simian Spirit Guide. You can discard him for to cast your Faithless Looting, play a Swamp and go directly into a Goryo's Vengeance if you can manage to discard a 2nd Simian Spirit Guide.
So an opening hand to get a T1 win would look like this:
2 weeks ago
I really like your idea for this deck, its a pretty good combination of cards that can really make a magic game interesting. I think, however, that you have too many cards trying to get out Experimental Frenzy and Path of Discovery, and not enough cards to finish the game after you have those cards out. A couple suggestions to change this, is to put in the Priest of Urabrask. You should also get more cards like the priest and the Burning-Tree Emissary and other cards like this that are pretty much free. I can't think of more cards like this, but I know there are some. These cards would make it so you can sift through your deck using these cards while playing plenty of creatures. Another thing that you should look into is that Simian Spirit Guide, which could be very useful with your experimental frenzy. I am not sure if there are many cards that have the same kind of ability as the simian spirit guide, but if there are some that would deal damage, or have a different ability like this, you could add those into your deck. I have a couple other questions about the deck that I am unsure of. If you have an Experimental Frenzy, and you explore, if it is a land, it would be put into your hand and you wouldn't be able to play it, which seems like a major drawback to me. So all in all it is a good deck, and you can follow my suggestions if you want, but really I think that the major flaw to this is that your cards are not really following the same strategy. Meaning: your creatures make it seem like it is an aggro deck, but your description of the deck makes it seem like it is a control deck. And you should really just choose what you want it to be built around. It could honestly go either way and still be a good deck
2 weeks ago
It isn't typically very slow and even when it is, Simian Spirit Guide is in there to speed things up.
Typical line of play is turn 1 suspend Greater Gargadon or play a fetch land and crack it on your opponents end step. On your next turn this lets you play two borderposts which then sets you up for a turn 3 where you put them to zero lands, zero creatures and possibly very few cards in hand.
After that, which is happening turn 3 typically, you just play a game winning card like Nahiri, the Harbinger, Metalwork Colossus or Chandra, Torch of Defiance. If you don't have a threat you play a way to speed up finding one like Supreme Will or Monastery Siege while also hoping to Restore Balance them to keep them from doing anything.
Overall, when the deck does what it wants to do, it can be very powerful and surprisingly fast.