|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.
Price & Acquistion Set Price Alerts
|Have (23)||PhyrexianScience , innokenty , Mousemke , , Forkbeard , tragic_slip , bigc137 , Char-You , jrschnoebelen , TehDelta , silvereh , Venser_the_Sojoner , Tyqar , Unlife , No1HanSolo , mziter501 , Sparky41 , Esquire_ , golgarigirl , TheRealSpecialK , , zach353 , lorddarkstar|
|Want (28)||Cetriel , AcademyMaster , Garrukspride10 , LTmiller , Blue_Otaku_No.1 , deundefeatable , Dyobsemaj , mrfab13 , 1337_Nerd , raespadas , MADMatt7777 , wasianpower , buildingadeck , Sonlin , Mage_Of_Space , davir , XVicarious , NightLight5454 , Axtel , Jacii , LockonHaro , mafmatician , darthnuchi , mrob15 , ztheart , brokendwarf , thiSmanAro , Oloro_Magic|
Simian Spirit Guide Discussion
2 days ago
If you want to keep 4 colors, needed:Chromatic Sphere, Chromatic Star, & Terrarion ... actualy I would still use those even if only 3 colors, and might be better to make 2 different decks one Grixis (black, red, blue) and another with the white (Esper maybe)
If you want more combo focus: Myr Retriever, Scrap Trawler, Buried Ruin, Krark-Clan Ironworks, Mind Stone, Ichor Wellspring ... with others possible depending what you'd like to do, possible huge 'X' damage spells likeFireball and lots other variations
5 days ago
Winterblast: Thank you for the comment.
I'm not sure how much High Tide will help here, given that I play a large number of non-basics without Island typing, and I'm not running any infinite combos that rely on it. It's cute with the two untappers, I suppose, but I'm not willing to rely on that synergy.
Murder of Crows is much better than it looks, to be honest - it gives me advantage from board wipes (which normally set me back pretty hard), allows me to draw into interaction when facing GY-based decks such as Meren, etc. It's also an unusual card to see in Locust God decks, which means my opponents often neglect to counter it if I have an Altar out.
Snap over Snapback is a fair argument - Snapback is in there to terminate the Kindred Discovery combo at instant speed with no mana held up, if the Simian Spirit Guide into Firestorm approach fails. Snap doesn't work as well for that role, but it does work better as a bounce before a wheel... I suppose I could run both; Snapback has performed well but I'd be happy to have another copy.
Burning Inquiry seems like a VERY risky idea here; the three extra locusts are not worth the chances of dumping a critical combo piece. I DEFINITELY can't afford the $$$ cost of Candelabra of Tawnos, haha, so that's a strong "no" from me. Merchant Scroll could be passable, I suppose, but none of my blue instants are really critical to the game-plan other than Dramatic Reversal, and Muddle the Mixture might be better for finding that (a card I've intended to add for a while).
Speaking of counterspells, Muddle the Mixture is the primary one I want to add, because it can grab Dramatic Reversal/Grim Monolith/Isochron Scepter (and, if I need counterspells in a pinch, can be Sceptered itself).
I could run Flusterstorm (I have one right here), but I find it's a little... situational, since this deck runs in a lot of different metas (some of which are less spell-based than others). I appreciate that Mindbreak Trap often closes out a game by exile-countering Food Chain, it acts in a similar role against Storm, and it's a very nice "gotcha!" against decks that act when I'm tapped out. Still, it's the only offensive counterspell in a deck that usually uses its counterspells defensively.
Negate or Swan Song are both definitely things I could/probably should run, but as always, slots are hard to come by. I'm not sure what you mean by "high-cost or niche interaction"; the only things that really seem to fit that mold are Recurring Insight, Mystic Confluence, or Mindbreak Trap. Mystic could get the axe, perhaps, but the amount of utility and flexibility the card gives me is unreal.
And on the topic of Day's Undoing - I agree that the card is really bad in the late-game, but there are many hands where I simply vomit out all of my cheap spells and mana rocks from my hand, and I am left with nothing to do. While obviously Timetwister/Wheel of Fortune are better in this role, having a third copy of that effect is nothing to sneeze at when I can use it to draw back into good cards from a bad hand (and often screw with opponents' hand shaping as well). If I replace this with something, I want it to be another spell that can refill an empty/bad hand - maybe Fact or Fiction?
Thank you for your thoughts.
1 week ago
TheMadRocketeer thank you so much for your answer, but I think that you don't get the point of the deck. In most cases I never attack with my creatures, almost all the damage is dealt by Impact Tremors or Boggart Shenanigans. Let's suppose a good hand: T1: play mountain, exile Simian Spirit Guide and cast impact tremors T2: play mountain, cast Skirk Prospector and Goblin Arsonist - 2 damage T3: play mountain, cast Boggart Shenanigans T4: play mountain,cast Dragon Fodder and sacrifice the tokens with the prospector, so you have 2 mana and 4 damage to the opponent, cast Hordeling Outburst and repeat (other 6 damages and 3 mana), tap the last mountain and use the mana to cast Empty the Warrens, cloned 3 times (6 goblins--> 12 damages and 6 mana) ==> good game
That's why I don't need creatures that pump my goblins, because they are constantly sacrificed somehow and never attacks
Foundry Street Denizen actually can be lethal in this deck, thanks for the advice
1 week ago
1 week ago
1 week ago
Turn 4 is of course a lot more realistic.
Turn 1 Mountain
Turn 3 Land
1 week ago
There are already Skirk Prospector and Simian Spirit Guide for fast mana. In particular with the monkey you can cast impact tremors by turn 1, and it's a great advantage. Also with Skirk Prospector and Mogg War Marshal you have 3 mana for tapping 2, plus all the enchantments triggers
1 week ago
SeekerofSecrets I run 4 Bedlam Reveler because when you should be dropping it, the only other card in hand should be another Reveler. Everything else should have been played meaning you desperately need a cycle. I have 4 for the better chance of drawing into another Reveler than not.
Faithless Looting is in over Thought Scour because I get to pick which cards to pitch to the graveyard, and it has flashback. You can hit the sweet 6 spells with a single faithless looting and a Lightning Bolt. It's efficient. Not necessarily meant to get a card advantage as it is to fiter and pitch cards from my hand.
Flipping TiTi past turn 4 means you are behind. Since this deck doesn't have much of a creature state, getting a 7/8 out as quick as possible is optimal. I playset Bedlam Reveler as it is an all-star cycler, is a horror, and works with the spells he lets me draw into. Pitching a second Reveler doesn't hurt like you think because the first one really does all I need it to do. Might go a 3 of, but its too important of a card in this deck.
Snapcaster Mage would be in if I had the card. It's a staple to any spell based blue deck.
I playtested that 3rd creature slot with a couple different creatures and Simian Spirit Guide is the one that stuck. Young Pryomancer only helped if I needed chump blockers, Monastery Swiftspear wasn't in your face enough. Simian Spirit Guide stuck because enabling a turn 3 7/8, "return non-horrors" is very good. I agree that it looks off, and occasionally one will sit in your hand which is why there is an arguement fot less, but what it does adds the competitive edge this deck has needed ever since these two were introduced in standard.
I'm currently looking for Cryptic Command as it's card advantage is too good to pass up
If you make your own list, I would love to see it