|Commander / EDH||Legal|
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|Planar Chaos (PLC)||Common|
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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
1 week ago
1 week ago
Weakness of the triassic egg-deck is taht it needs 10 mana just for the egg to hatch, as well as tapping the egg 2 times. You can't really play the egg until turn 3 in modern, but you could make it turn 2 (manadork turn 1, Simian Spirit Guide turn 2. No mana to spare at any point here, and you've spent 5 cards out of your opening hand just playing the d*mn thing. That means very little defense - no protection against discard (in modern...), no protection against "destroy target egg", no way to get out of Pithing Needle-effects. Oh, and any counterspell, anywhere along the way, and it will take much longer.
But if it succeeds: Turn 3, tap. turn 4, tap, crack. Somewhere along the way, a creature tutor of some sort is needed. And you'd still need to not be disrupted by all of the above. Then you get your creature, and then you have this one turn for winning. Griselbrand? Not a good creature when you are low on life (which you would be). eldrazi titan? Not optimal either, leave the graveyard as soon as they get there, they lack haste and their abilities are triggered on casting, not on ETB. Darksteel Colossus seems better. But that can still be handled in a pile of ways, and it still lacks haste. So, all in all, if you go for as fast an egg as possible, you'll end up giving your opponent 4 or 5 turns to hit you as hard as they can, and you get to pretend being a goldfish trying to hatch a dinosaur egg while they do so. Good luck, goldfish, both with the egg and your survival.
Of course you could go with a longer-running plan - like building a control-shell and using the egg to hurry up your win condition. That would put the egg in comparison to Nahiri, the Harbinger. Also at a mana cost of 4. Also taking a couple of turns to work. But doesn't eat your mana while doing so. Also, and this is important for combofinishing, finding a threat in your library and giving it haste.
And then there is modern, where discard spells are almost as common as Force of Will in legacy, and sideboards always have good hatecards against artifacts (because affinity and lantern control) and graveyards (because grishoalbrand and dredge) and sometimes just randomly against combo. Plenty of good removal, and plenty of removal that circumvents the simple keyword protections.
There has to be a really good reason for playing this egg, rather than any other way of cheating creatures in.
1 week ago
1) Lower Grapeshot to 1-2x as you don't want it in your opening hand and only want to see it comboing out
2) Simian Spirit Guide is better than Desperate Ritual or Pyretic Ritual as it can be used on turn 1 and still nets 1 mana like the other spells. I understand if the guide is not a budget choice. Its still all about getting double blue to cast dream halls. maybe High Tide might be better....?
3) Not to keen on Saprazzan Skerry or Sandstone Needle, how has your experience been with them?
4) Improve Card Draw - 1st you need draw to find the dream halls, then there's a high chance for stalling as most your card draw doesn't net any card advantage after paying the discard cost. reconsider draw cards that net 1-2 cards after replace itself and discarding to cast: keeping budget in mind because ancestral recall/visions would be good.
1 week ago
Thanks Brycej304! A agree about the need for 3 lands in an opening hand, but accelerants are really what get this deck going in a hurry and can certainly alter this calculus a bit. Mana Crypt or Lotus Petal are ideal (the combination of the two gives us the coveted turn-1 Krenko), but even Sol Ring, Fire Diamond or Ruby Medallion can help get Krenko out and hasty by turn 3. I've even thinking about adding Simian Spirit Guide into the mix if I can find a pimpin' version of it.
2 weeks ago
a guy at my LGS plays goblins competitively,
i know he runs Aether Vials, but i dont know what his other numbers are.
hes also used Simian Spirit Guides in our matches so i know he has those too lol.
im not saying theyre ideal, though.
but i do think vial is to be honest.
i love the feel of both grenade and bolt in this meta,
ive been thinking of putting together a goblin deck
especially since with guides and caverns i have most of the cost down already lol
have you played any games with the deck yet?
let me know how the deck does
2 weeks ago
Some great Spells-Matter cards are Kiln Fiend, Monastery Swiftspear, Young Pyromancer, Bedlam Reveler and Delver of Secrets Flip. I would suggest cutting down to 10 overall copies of creatures, and you should at least have Monastery Swiftspear.
2 weeks ago
Wait, I just realized, your starting hand has to be: Monastery Swiftspear, Simian Spirit Guide, Assault Strobe, Mountain, and 3 Mutagenic Growths. Then Monastery Swiftspear becomes a 11/12 Double Strike. You can win going first or second.
2 weeks ago
Sorry AMA stands for Ask Me Anything ;)
And they are not included in this version of the deck because when I first built it, I wanted to go all in on the Dramatic Scepter combo. The cards you listed can effectively combo with the commander, but when I built this deck, I found them to be too slow, requiring the commander to be in play to win, while for example Dramatic Scepter combo can generate infinite mana, then cast the commander from the mana. You dont even need him in play at first, making the combo easier to assemble.
Now, since the realease of commander 2017 and the printing of Kindred Discovery, I have been testing a package of Kindred Discovery, Simian Spirit Guide, Red Elemental Blastand Pyroblast to draw my entire deck with the commander and be able to stop the loop for free. It seems to work good in goldfishes, now I need to get it to real testing but school is taking up most of my time right now.
I am willing to give another go to Skullclampcombo, but the thing as I said is that I find it too slow (requiring the commander to be in play) and useless without the commander. Sure the clamp draws me cards, but without the commander (which I usually cast only the turn I already win from infinite mana) I would only have one creature to kill with it (Snapcaster Mage), making it a dead card. The same would be true for the altars: they are dead since I have no creatures to sac for them. Kindred Discoveryalso is dead without the commander, but the combo actually involves only one dead card compared to three (REB and Pyro can be used as removal and counterspell and Guide is some slight ramp), which makes it way better and efficient.
Hope this answers your question Zenaku17?