Simian Spirit Guide


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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




Simian Spirit Guide Discussion

ZorrosRage on The End is just the middle

15 hours ago

could also have 1 Beast Within to the side and swap with +1 Simian Spirit Guide with those changes. might make it more aggressive a bit

luizgasc on Goblin Horde

2 days ago

msmahaj722 tks for ur comments, playtesting I observed that when I hit a card drop 2 that give me 2 body, any drop 3 of mine give me a lot of power, but 12 of these it´s too much, i´m thinking about add Goblin Bushwhacker and Goblin Piledriver, letting go Simian Spirit Guide and Dragon Fodder.

I used Goblin Grenade and Lightning Bolt before, but they didn´t help me at getting a larger board and my turn 3 was weaker.

Please let me know ur thoughts, i´m new in Modern.

Catalog9000 on Card creation challenge

1 week ago

Hellfire Eruption

Creature - Elemental

Trample, Haste

When Hellfire Eruption attacks, for each 1 point of damage it did not deal to the defending opponent, you lose that much life.

Sacrifice Hellfire Eruption at the end of combat.


So, you aggro it out on T2 tapping your two lands and sac'ing Simian Spirit Guide and swing for a game-breaking 9 damage. But if you end up getting it out T3 - T4 and they chump block with a 0/3 defender, you just lost 3 life. Even worse if you swing and they Fog you out.

Play it fast or don't play it at all.

You and your opponent are down to top-decking. You're going Midrange, they are going Control.

Topdeck your perfect card in Gruul Midrange that crushes UW Control.

Kelvin-escesare on Blood Brothers **Budget**

1 week ago

We're nowhere near the first people to make dagger burn style decks..haha.

Three colors is somewhat a budgetary choice (this list fits in $100 budget, 60 tix). For a more reasonable comparison, you should check out my nonbudget version in the description. Ferocidon seems decent, though specifically building against a tier 3/4 deck is ill-advised. If I had to choose between red or white, I'd go white for Ghostly Prison. If your opponent does literally nothing, how do you avoid dying to the tokens you donate?

Vial seems wasteful in a deck with only 15 creatures. If you're only putting down 0-2 creatures with it, might as well play Simian Spirit Guide or Gemstone Caverns? Dowsing Dagger seems very underpowered in Modern. Do you ever expect attacks to land in a deck that's actively giving your opponent blockers?

Otherwise your deck seems sweet.

RedmundR2 on mono red eldrazi tron

1 week ago

Part of the reason mono-g tron works so well is that green has multiple ways to tutor up the urza lands and get stuff out early. There's a couple of cards that can get you cheap mana early to get to your win con in Through the Breach in red, like Simian Spirit Guide, but that card is a 4 of in a 60 card list so drawing it isnt exactly a common occurrence. By the time you get to Through the Breach, anyone running any sort of counterspell can easily stop your plan. Helm of the Host is incredibly slow, and requires you to have something in play already. Seems like it could be fun, but pretty unlikely to ever go off.

Overall the deck is very slow compared to other tron counterparts, relies on some jank for damage and value, and doesnt really do much to cheat out your important lands outside of Expedition Map. Aggro decks can most likely get some damage in before you can cast your cheapest creature outside of you happening to have an Eldrazi Temple in play. You might want to consider Lightning Bolt or any other sort of cheap red removal if you really want to stick to your mono-red strategy, pepper in some Simian Spirit Guide to get stuff out quicker, and remove the sanctums for literally anything else, as 25 lands is probably too many.

Catalog9000 on black/blue mill

1 week ago

One of the best milling tricks I know of is Duskmantle Guildmage + Mindcrank.

You can get this combo to blow up T4. You can actually do it T3 with Simian Spirit Guide but you need a clever way to get damage out. It's easiest on T4. One way to do T3 is discard a second Guide for a Lightning Bolt. You can also cast Memnite and swing for 1 if they can't block it. There's a few other ways but now you're getting into tricks that require a lot of effort. It's simply easiest on T4.

And yeah, there's people that'll tell you this combo "doesn't work" because of removal on Guildmage. Don't listen to them. Literally all decks can be stopped by removal.

If you go around basing a deck's effectiveness on whether or not Lightning Bolt or Path to Exile or now Fatal Push is a threat, you'll never have any fun.

Spooky-boy on Turn two win? Weird.

2 weeks ago

You could run Simian Spirit Guide with wisps and something else for haste to make this a turn 0 win.

Darth_Savage on Invincibility

2 weeks ago

Hi pohotu3,

It sounds like your looking for ramp; Desperate Ritual, Pyretic Ritual, Infernal Plunge and Simian Spirit Guide could all help you play faster, though you wouldn't use them all in a single deck. Soldier of the Pantheon, Monastery Swiftspear and Bomat Courier are probably better options than Furnace Scamp, Gibbering Fiend and Priest of Iroas. You also might want to consider Boros Charm and Dawn Charm.

Even with additional ramp Rage Reflection and True Conviction are expensive, I might be tempted to use Phalanx Formation, Sunhome, Fortress of the Legion Assault Strobe or Double Cleave. Then again Boros Charm is possibly the best option, since it has other modes.

I hope this is of help, have fun brewing your deck

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