Simian Spirit Guide

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Simian Spirit Guide

Creature — Ape Spirit

Exile Simian Spirit Guide from your hand: Gain .

Corrosive_Cat on Frantic Archaeology [Infinite Graveyard Jank]

1 month ago

HunkGTIKittyman man I think you’re absolutely right, sorry I didn’t spot myself! Don’t know how on Earth I missed that, damn.

Still, does maybe leave an extra slot for something, if Cantor isn’t as essential as a result. If only Simian Spirit Guide were still legal!

Epicurus on Card creation challenge

1 month ago

TypicalTimmy Turn one: Swamp, The Onyx Tower, Simian Spirit Guide, Fatal Grudge.

Especially if your went second, and your opponent played a Sol Ring on their opening turn.

And yes, I know SSG is banned in modern.

Dete on Kess EDH

1 month ago
Young Pyromancer => Sedgemoor Witch si es q poni chain of smog obvio

Jace's Sanctum ya teni otros 3 q hacen reduccion, hasta sacaria 1 mas

Thousand-Year Storm real es la raja pero demasiado setup, mejor poner Bonus Round

Mana Geyser/Jeska's Will muy pocas cosas con rojo

muchas weas muchas weas, lo intente ordenar lo mejor posible y probalemente se puedan sacar hasrtas cartas mas

Xyrael on Oops, All Spells!

4 months ago


The reason I went with mana producing lands is that if the deck doesn't have at least ONE source of reliable coloured mana out then it just falls apart. Cards like Simian Spirit Guide, for example, used to be in here but one and done just doesn't work. So, if I start replacing them with ones like those then it's just less and less chance I'll be able to do anything. They are awesome lands, though.

Necrosis24 on DePietro and Channel?

5 months ago

bushido_man96 That reminds me of an article I read on here about cards that give you affects without actually casting a card and i think that could be a janky premise for a cmdr deck.

Try to use as many affects like channel, bloodrush, Simian Spirit Guide, etc. Then maybe also include epic cards like Eternal Dominion.

zapyourtumor on Fire blood

5 months ago

Neat concept! Pyrohemia is a super cool card.

I think you could maybe lean a bit more into the prison theme here. Some cards like Manamorphose and Fling seem more like filler. Deflecting Palm also doesn't really do much here, since it will only redirect one instance of Pyrohemia. The next cards to cut, if you do need to cut more, would probably be Rile and maybe a land.

To replace these cards I would probably go up to a 3rd Pyrohemia. Some classic prison cards are Ensnaring Bridge and Blood Moon, which are unfortunately pretty expensive but do a lot of work. Maindeck Blood Moon especially looks very strong here, even if you can only get a hold of 2 copies. Some other cards like Fury could probably be good here to pitch extra copies of Pyrohemia, but its unfortunately quite expensive as well and I would definitely prioritize getting Moons over this.

Blasphemous Act is a very strong card, but also pretty conditional. I think including a a few smaller wipes like Slagstorm would be a good idea (maybe 2?). Chandra, Torch of Defiance is a very strong walker that isn't too expensive, and you could include 2 or so copies here. Walkers seem good since they aren't hit by Pyrohemia.

Monored Prison frequently plays rituals like Desperate Ritual (and used to play Simian Spirit Guide rip monke) to ramp faster into their 3 drop prison pieces. It could help you drop an earlier Pyrohemia, although it wont let you drop a turn 2 3-drop into a turn 3 pyrohemia.

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