|Commander / EDH||Legal|
Printings View all
Combos Browse all
Simian Spirit Guide
Creature — Ape Spirit
Exile Simian Spirit Guide from your hand: Add (Red) to your mana pool.
Price & Acquistion Set Price Alerts
|Have (14)||Mousemke , PhyrexianScience , dplerner , buildingadeck , tragic_slip , bigc137 , KillDatBUG , maR2307 , Venser_the_Sojoner , jrschnoebelen , saj0219 , tclaw12 , golgarigirl , DevoidMage|
Simian Spirit Guide Discussion
6 minutes ago
Hey, i need some extra money for bills and a car repair. Lets make something happen. prices are per card. Selling it all together for $320
3x Blood Moon - $15 NM
4x Simian Spirit Guide - $6 LP
2x Melira, Sylvok Outcast - $4 LP
1x Leyline of Sanctity -$18 NM
3x Path to Exile - $7 NM
1x Snapcaster Mage - $42 NM
2x Vendilion Clique $25 NM 1 morningtide, 1 mma
2x Leyline of the Void $14 LP
3x Griselbrand $5 NM/$6(1x from avacyn restored)
1x Terminate $8 NM (FNM promo not pictured above)
1x Godless Shrine $10 LP/NM
2x Steam Vents $9 NM
2x Watery Grave $11/12 LP/NM
1x Blood Crypt $7 NM
1x Overgrown Tomb $9 NM
1x Blackcleave Cliffs $18 NM
1 day ago
2 days ago
Garta, I've really enjoyed your deck. This one is mine, for reference: http://tappedout.net/mtg-decks/narset-the-last-airmerican/
I have a few budget constraints, but not too many, so most cards are in play. I'm planning a couple changes in my own list based off of the success you have seemed to have with yours (prospective changes are in my comments section, if you care to give some feedback), but I had a few questions over some exclusions in your own and the reasons.
First, why do you run no land destruction? In the list that I've been running, the MLD is roughly equivalent to an extra turn spell in that if you flip one, you win the game. At the very least, I feel like it would be better than Stitch in Time, which I feel is really just a sub-optimal card since you're already taking a percentage chance to not hit with Narset, and then when you do hit, it still might miss. MLD would almost guarantee a win, especially with our mana rocks.
Second, you only include Generator Servant as your creature package. I understand that Narset doesn't hit them and that you can't tutor for them, but Weathered Wayfarer, Grand Abolisher, and Simian Spirit Guide feel like they are pretty crucial and it shouldn't matter if Narset hits them because they're part of making sure she sticks instead of being important to cast once she's on the field(Abolisher is good once she's out too, but if they had interaction, they probably would have used it to counter the Narset cast to begin with). I don't have a Lion's Eye Diamond, so in order to combo out with ETI, I need to use Spirit Guide + Rituals for a chain that grants me enough mana to basically hardcast Approach + Extra Turn or Omniscience since I have exactly 9 net mana from the rocks I have available. Do you find that the rocks + Dramatic Reversal are generally enough to do this without needing rituals if you were to take LED out of the list?
Lastly, how do you manage post-partials with a land count that is so low?
Thanks for the help.
4 days ago
I was using the following version of the deck: Aether Locked copy, which has a couple changes. The major thing I did was focus on going "all-in" more. By upping the Mox Opal count and adding 4 Simian Spirit Guide, I was able to run 8 pieces of fast mana. This let me drop stax pieces extremely fast. The other major change was the manabase, which I found be be both more consistent and less painful. I also made my own sideboard, which included Blood Moon as an additional stax piece.V.S. Living EndOpening Hand(s): Engineered Explosives, Simian Spirit Guide, Astral Cornucopia, Ensnaring Bridge, Mana Confluence, Coretapper, Mishras Bauble (Keep)Game 1: Dropped a turn-2 Ensnaring Bridge. Felt pretty good about that, but was worried about Beat Withins, so I was pretty happy when I drew a Ethersworn Canonist. Opponents resolved a Violent Outburst, but were unable to play a Living End due to the Canonist. They ragequit when I let them know that. WinMatch Review: Astral Cornucopia+Coretapper in my opener made me pretty happy, because my deck is very land-light, and Living End can play like a LD deck. Canonist is good in matchups besides Storm and situations without Erayo.
V.S. GR TronOpening Hand(s): Mana Confluence x2, Mishras Bauble, Mox Opal, Simian Spirit Guide, Coretapper, Ethersworn Canonist (Mull)Darksteel Citadel x2, Astral Cornucopia, Academy Ruins, Mishras Bauble, Chalice of the Void, (Erayo Bottomed), (Keep)Game 1: They had natural Tron. I wasnt able to deal with turn 3 Karn into turn 4 Newlamoug.Sideboarding: In: 4x Blood Moon, 3x Spellskite, 1x Engineered Explosives Out: Colored Stuff besides Aether GridOpening Hand(s): Coretapper, Spire of Industry, Mana Confluence, Chalice of the Void, Engineered Explosives x2, Blood Moon (Keep)Game 2: I had T3 Blood Moon. I then dumped out low costing artifacts, hit an Aether Grid, and was able to get in some damage. They had Karn but I drew a Spellskite. Was able to ping Karn to death the next turn. Then, O-stone wipes board. I had been sandbagging cards. I throw down a Ensnaring Bridge, Spellskite, and other random stuff. Stony Silence comes down next turn, followed by a Newlamoug. I scoop.Record: 0-2Match Review: I dont like the tron matchup. They have too many destruction spells for our permanents, and can race our locks if we are slow and they are fast. Game one I felt obligated to keep a six-card hand with no action. My mistake. The next hand couldve had a fast Bridge. I probably wouldnt have won either way, as my opponent had pretty much had a god hand game one. I played pretty well the second game, but wasnt lucky enough to eek a win by.
V.S. MillOpening Hand(s): Darksteel Citadel, Ethersworn Canonist, Spire of Industry, Mox Opal, Academy Ruins, Erayo, Soratami Ascendant, Simian Spirit Guide (Keep)Game 1: Turn 3 Erayo+Canonist. My opponent couldnt play anything the whole game. I eventually played a Grid, and was able to kill them slowly.Sideboarding: In: Everything Out: NothingOpening Hand(s): Coretapper, Simian Spirit Guide x2, Blood Moon, Astral Cornucopia, Ensnaring Bridge, Darksteel Citadel (Keep)Game 2: T1 Blood Moon. My opponent didnt have any basics the whole game. They played a Mesmeric Orb, which I killed with an Engineered Explosives. They Surgical Extraction-ed my Grid, so I beat down with an Erayo and Ethersworn Canonist, while holding up multiple Wear/Tears and an EE in case my opponent ever got anything. They didnt.Record: 2-0Match Review: Mill is an interesting new deck, now that it has that Aura Curse. I honestly dont know what the matchup will normally work, because I drew so well both games. All the sideboard cards work against Mill, so you can side them all in, and make your opponents life harder.
V.S. AffinityOpening Hand(s): Darksteel Citadel x2, Erayo, Mox Opal, Aether Grid, Ethersworn Canonist (Keep)Game 1: Flipped Erayo T3. I then played an Aether Grid and was able to kill off small creatures until they scooped due to insane card disadvantage.Sideboarding: In: 4x Wear/Tear, 2x Engineered Explosives Out: 4x Ethersworn Canonist, 2x Mishras BaubleOpening Hand(s): Wear/Tear x2, Chalice of the Void, Aether Grid, Academy Ruins, Mana Confluence (Keep)Game 2: I was able to use Aether Grid to kill of most of their creatures. They scooped after I was able to Wear away Cranial Plating, then drop an Ensnaring Bridge.Record: 2-0Match Review: This is exactly the type of deck this deck is meant to beat. Engineered Explosives and Chalice of the Void hit most of their deck. Aether Grid absolutely destroys their creatures. They have no way to deal with a Bridge. Erayo slows them down immensely. The only card that was less than stellar was Ethersworn Canonist. All in all, Im pretty happy with the way I played this match.
All in all, I think this deck has the capability of being tier 1, and I'm going to keep tinkering with it, and playing more matches.
6 days ago
Blazing Archon stops Eldrazi & other creature decks (Shardless, Elves, etc).
R/B Reanimator is much faster than U/B Reanimator and has better topdeck potential (less dead cards like FoW). Has a better Game 1 percentage and hoses a lot of otherwise difficult matchups (D&T) with fast hands that come down before GY hate can. It can splash Green for Reverent Silence or Abrupt Decay in the side.
U/B Reanimator plays more controlly and has a better chance against other fast combo decks because FoW. It's not really played anymore.
HOWEVER, a "Grixis" variant showed up at the recent GP that plays U over R but is built with the speed of R/B. In this build, the Useas splash for a sideboard Show and Tell plan against GY hate.
Between the R/B/g and the U/B/r splashes really just depends on your budget and your playstyle, whether you like to get in there before GY hate, get around it, or destroy it.
Here's my list, it's a pretty typical R/B/g build that I've been tinkering. NEED 4 T1 GRISELBRAND
R/B builds have strict ratios: 10 reanimate targets (4 CHancellor 4 Grisel 2 other), 18 discard/Entomb effects, and 12 Reanimate effects (4 Reanimate 4 Animate Dead 4 other). They run 12-13 lands with 9-13 fast mana sources (4 Ritual 4 Petal 1-2 Mox or 4 Simian Spirit Guide).
These ratios make the deck very streamlined and easy to mulligan (important since it doesn't run cantrips). The "Grixis" version has similar ratios, but I think drops Animate Dead? I don't have as much info on that one.
1 week ago
I really like this deck, and it could definitely be a playable deck. However, I also feel like right now it's too messy. Time of Need is completely unnecessary, and Liliana otV isn't very good outside of midrange decks, which this is not. That opens 6 slots, of which could be invested in adding another land (or alternatively cutting lands and adding in 4 Simian Spirit Guides) and adding the final 2 Fatal Pushes and another single Inquisition of Kozilek. With the final 2 slots I'd recommend more card draw/filtration. I'm not sure what card that would be, but probably something that allows you to discard for cheap, maybe like Insolent Neonates? Just an idea, but I feel like that would make your deck better.
EDIT: Oh jesus, just noticed you only play 1 Goryo's Vengeance. There is absolutely no reason not to be playing 4. Cut reunion another vengeance, and definitely try to find space for as many neonates as possible.
1 week ago
What do you think about using Simian Spirit Guide in this deck?