Simian Spirit Guide
Creature — Ape Spirit
Exile Simian Spirit Guide from your hand: Add (Red) to your mana pool.
|Have (4)||Forkbeard , rockleemyhero , metalmagic ,|
Printings View all
|Masters 25 (A25)||Uncommon|
|Planar Chaos (PLC)||Common|
Combos Browse all
|Commander / EDH||Legal|
Simian Spirit Guide occurrence in decks from the last year
All decks: 0.34%
All decks: 0.5%
Commander / EDH:
All decks: 0.01%
Simian Spirit Guide Discussion
4 days ago
Thanks for the comment, about 6 months ago the answer to that question was generally yes, now, while it will put me at a severe disadvantage, it does not remove my ability to win thanks to Thassa's Oracle, specifically the game wining combination of Thassa's Oracle, Spoils of the Vault, and either Phyrexian Unlife or Angel's Grace. There is also the outside possibility I can win using Simian Spirit Guide to beat you down. In fact, while effects like Necromentia are very good against Ad Nauseam, there are some nuances to playing it correctly.
Necromentia and similar effects such as Lost Legacy or Unmoored Ego have the drawback of being 3 mana, this effectively means that you have to be smart about your name, keeping in mind whether you are on the play or the draw. For example, if I have opened the game by playing a Pentad Prism on turn 2, I may not be so inclined to name Ad Nauseam on turn 3 if I am on the play, the reason for this being that the more immediate win is the Thassa's Oracle method outlined above. The name in the face of that combo will depend some on circumstance, but generally Angel's Grace or Thassa's Oracle would be the correct choice. On the draw I'm almost always naming Ad Nauseam with something like Necromentia as in order to cast Necromentia one has had to have passed the earliest window for the Thassa's Oracle kill.
I would argue however that Thoughtseize + Surgical Extraction is a generally more powerful and efficient means of combating me as it can be done on turn 1, but Necromentia and its ilk are very effective. One other thing to note is that sometimes lines will present themselves that may seem awkward, let's do a thought experiment and say you are on the play, I pass turn 3 with a Lotus Bloom coming down next turn meaning, in essence, you have to assume that I can win next turn. You go to turn 4 and draw a Necromentia; you play a land and have 4 mana available. In hand you also have a Thoughtseize. The tempting play here would be to fire off the Necromentia and name Ad Nauseam, likely preventing me from winning next turn and buying you, in all likelihood, a lot of time to just land a threat and beat me. However, the correct sequence here would be to Thoughtseize first and look at my hand. For sake of argument we will say that my hand is Angel's Grace, Ad Nauseam, a land, and Lightning Storm. Again the tempting play may be now to take the Ad Nauseam or the Angel's Grace, but the correct answer is to take Lightning Storm, especially considering your hypothetical hand. With Lightning Storm gone, the only card left in my deck that actually wins the game is Thassa's Oracle, meaning you can then Necromentia that away and win on the spot. This could seem like an obvious line to you but I have had people miss it in the past and feel its best to have this articulated on this page.
In short then, yes and no, you don't technically win the game by naming Ad Nauseam with Necromentia, but fundamentally the game is probably over unless I find the auxiliary combo fast enough. Thanks again for the comment I hope my response was adequate.
1 week ago
Basically all red draw requires a discard. Expedite is one exception. Red tends to handle draw through exiling the top of your library and giving you the ability to play those cards for a turn or two like what Etali does.
3 weeks ago
This deck isn't actually my idea. The point (at least, of my deck) is to cast a bunch of really aggressive card draw/cycling to get a Conscription in the yard (fairly easy given Goblin Lore, Burning Inquiry, and Cathartic Reunion all draw 3+ cards and the cycling on Street Wraith is practically free). After that you cast a Hollow One for probably free and a Storm Herald for 3 (this is not a great cost, I may add some Simian Spirit Guides to make it a little easier), bringing the Conscription back into play attached to the Hollow One or even Flameblade Adept if it's gotten big enough. Because of this it isn't actually that difficult to get an ideal hand; the only things necessary are a card draw piece and some type of way to hold off your opponent like a Bolt.
I might add some discard pieces and go into black a little, just because cards like Thoughtseize are so powerful, but I want to keep the deck budget and a big part of that is keeping the land base mono color.
1 month ago
1 month ago
What about Simian Spirit Guide? This can speed up things by at least one turn if we play it twice, one on turn 1, one on turn 2.
1 month ago
Unfortunately, neither of them seemed to work (probably also because of me being a noob), so I will not post them here on TappedOut for now.
The problem was that once I removed Force of Rage, Squee, the Immortal didn't really had a purpose. Same goes for Eternal Scourge. Yes, I can exile them with Serum Powder at the beginning of the game to gain some card advantage, but that's the only way to synergize with them, and I was able to cast like one of them per turn.
As someone pointed out already, what I miss is a valid Win Condition. Or at least some card that helps on the offensive side. Force of Rage in the end wasn't what I thought, but if used with Simian Spirit Guide maybe could help with that. And it gives Squee, the Immortal a meaning.
I don't know if I didn't fully understand the suggestions I received, but I think that probably my idea for the deck wasn't that good in the end, or just there aren't enough cards that synergize with the strategy I wanted to play yet.
I'll be waiting for next expansions to see if some more cards like the forces come out.
1 month ago
I would say that Green is a lot too slow for this sort of thing. This is Modern -- your 3 drop should be winning the game. Maybe a slight exaggeration, but you should remember that.
Here's a quick decklist:
Prototype Decklist Show
- Will be your best threat with cost reducers. or for a 3/3 is not bad.
- Prioritize exiling this with FoNe.
- Your best creature when you haven't gotten an engine or cost reducer set up.
- Protect your Engines
- Extra Mulligans, and you get to start with extra cards in hand. Activate it every time, because a hand with it in it is effectively one card less.
- Randomly beat Dredge, also helps you when setting up your engine.
- Just a better Relic.
- Target your own creatures, you get ramp. Also a good removal spell.
- Works with the theme of exiling, and helps you power out your engines.
- Note that if you cast the Imprinted Squee or Scourge, it won't be usable anymore. However, it's a lot better than other things and you have the ability to get your creature back.
- Mill everybody.
That list needs some trimming, but it should function. Please note that you CAN NOT use a fetch-shock manabase, at least not a traditional one. You could exile your one copy of Hallowed Fountain with Serum Visions, and then if you need white and all you have is a Scalding Tarn.... you're screwed. You'll probably want a Fastland heavy manabase -- Spirebluff Canal, Seachrome Coast, Inspiring Vantage. Additionally, you might even consider Arcum's Astrolabe, but that's preference.
1 month ago
Been thinking about this sort of strategy for a while. Here's what I've come up with:
First, Eternal Scourge. You'll want 12 copies of "cast from exile" creatures.
Second, Serum Powder. You effectively get Companion pre-nerf, but the creatures are slightly worse with the upside the you might start with 9, 10 or even 11 cards in hand. Might be worth mulliganing once or twice to try and get in some matchups.
Third, early game engines are key. While you probably could use Serum Visions, I really recommend that you use Relic of Progenitus and Pyxis of Pandemonium as turn one plays. Relic is good to control other people's GY, and Pyxis will effectively draw you a card every few turns.
Fourth, consider creature cost reduction effects. Marauding Raptor, is probably the best here, but any way to shave a mana or two off the cost is great. This is because your engine is likely based on having effectively immortal creatures while screwing with your opponent using GY hate and exile-based removal.
Fifth, you should be slpashing white. Your deck should be , because Rest in Peace, Path to Exile are great here. You might consider Perilous Vault as a sort of stored wrath effect. Declaration in Stone is actually solid here, as you can exile a couple of your Scourges and get Clues, effectively being a weird 2 mana Paradoxical Outcome. Of course, don't run too many mediocre removal spells. It doesn't help.
Other random tech that might be interesting:
Induced Amnesia, while only good when you have a lot of your creatures in hand, can act as a weird Divination.
Detention Sphere is fun with Pyxis. If you ever plan on cracking Pyxis for value, you should have Spheres. Of course, you probably don't want to crack Pyxis anyways because your opponent will get all the real value.
Some processor effects, like Processor Assault might be valuable here Especially if you have RIP out.
All in all, it's a weird gimmick that has the ability to randomly beat Dredge while generating value in the form of 'you never gonna get rid of my creatures'. If you get enough cost reduction, you can be playing all of your creatures for only , , or or in the case of Scourge. Remember the cost reduction.
Also, Simian Spirit Guide for the theme. And it also helps you power out some of your cost reductions and engine pieces, so it's good. And yes, FoNe is best here. FoRa? Meh, it's like a bad removal spell, which is okay, but not the greatest.