Simian Spirit Guide
Creature — Ape Spirit
Exile Simian Spirit Guide from your hand: Add (Red) to your mana pool.
|Have (3)||Forkbeard , , metalmagic|
|Want (3)||Chubbub , Jack223 , devites|
Combos Browse all
|Commander / EDH||Legal|
Simian Spirit Guide occurrence in decks from the last year
Latest Decks as Commander
Simian Spirit Guide Discussion
3 days ago
God Tribal, I'd totally take the Golos-Tree path. I REALLY recommend using Chromatic Lantern to help activate Tree(in most other cases I find it pretty meh, but it's great here).
My recommended Golos plan is:
Rituals, such as Dark Ritual, Simian Spirit Guide, and Rite of Flame are good for running out Golos. Seething Song is amazing here, as it reads '3-mana golos'. Jeweled Lotus is great if you have the cash.
At this point, you're probably at an impressive 30-40 ramp spells.
You'd then include a variety of Gods. I'd recommend a package something like this:
Alternatively, you can use Purphoros, Bronze-Blooded to give all your Gods haste and kill people with hastey slaps.
5 days ago
Assuming this deck is consistent enough to ruin everything and they actually decide to ban something, what would it be? I feel like they wouldn't want to ban Tibalt's Trickery, just like they banned Mycosynth Lattice over Karn, the Great Creator. So maybe one of the dumb ramp things, either Simian Spirit Guide, Chancellor of the Tangle, or Gemstone Caverns. I think the land and Simian are also unlikely because other decks use those. I also play All Spells so that would make me sad. Maybe they ban the Chancellor? One of those things to make it less consistent.
1 week ago
Red carries White in RW EDH decks with cards like Dockside Extortionist, Pyroblast and Red Elemental Blast, Deflecting Swat, Gamble, Faithless Looting, Captain Lannery Storm, 6 of the 10 playable rituals, Wheel of Fortune, Wheel of Misfortune, Reforge the Soul . . . Red, in more tuned EDH, shifts from the aggro role it has in other formats to a color that wants to dump its hand to generate advantage and then cast a wheel effect to go back to 7.
If you get into cEDH, red is the color that drops Mana Crypt into Simian Spirit Guide and Rite of Flame to cast Fellwar Stone and then Wheel of Misfortune, meaning they ended net -1 cards to get a land, a crypt and a rock out. Starting t2 with 5 mana and a full hand is pretty good.
So the cards red/white gets from white are the generic support cards and a couple high-power tutors that Red misses. Cause who wants to play Deafening Silence when your whole strategy is 'cast your hand'? RW isn't bad in EDH, but it is pretty much just R+.
1 week ago
Ok, so new tibalt got spoiled. Looks like an overral decent/well rounded card. One thing which honestly I hope they change the rulings on is that you can apparently cascade into it. While a lot of people think you can slot this card into jund and just get random value off of Bloodbraid Elf, I'm thinking you can break this by playing like a living end deck and forgoing playing other one and two drop cards in order to be able to always cascade into it with either Violent Outburst or Demonic Dread, not only letting you be able to cast tibalts back half for three mana, but also effectively have 8 3 mana tibalts in your deck.
You can fill in the curve by playing early mana sinks at high converted mana costs by playing cycling cards, other double faced cards, tapped lands that give extra value, split cards like Cut / Ribbons, Response / Resurgence, Rise / Fall, Dead / Gone, etc. Evoke creatures, and so much more.
Not to mention you can also run Simian Spirit Guide and turbo this out as early as turn one.
This seems extremely strong to me, and honestly I hope the change the rules to fix this, but for now, I'm just trying to think of how a turbo tibalt deck might work.
3 weeks ago
Looks fun. I disagree with the other commenters regarding draw/recovery. I think that these partners are best played as a glass-cannon, all or nothing, win early or bust strategy. This is just my 2 cents but I would make the following swaps:
Impulsive Pilferer -> Skirk Prospector. T1 Prospector = T2 Jeska!
Arcane Signet -> Simian Spirit Guide
Lightning Bolt -> Rite of Flame
Chandra, Torch of Defiance -> Lotus Petal
Leyline Tyrant -> Seize the Day
Trailblazer's Boots -> Dust Corona
Solemn Simulacrum -> Treasonous Ogre
Loyal Apprentice -> Inquisitor's Flail
Fireblade Charger -> Smoke
Champion of the Flame -> Neheb, the Eternal
Monastery Swiftspear -> Captive Flame
Koth of the Hammer -> Relentless Assault
Ruby Medallion -> Dockside Extortionist
Ring of Valkas -> Relic Axe
Whispersilk Cloak -> Champion's Helm. Rograkh having shroud could be problematic for you.
Lightning Greaves -> Taste for Mayhem
3 weeks ago
The trick to playing gruul competitive is understanding the blue is the meta and blues biggest weakness is its mana demand, every single meta deck is packed with rocks to overcome this handycap
Do not hesitate to Simian Spirit Guide into a Artifact Blast to stop that game opening Mana Crypt
by utilizing repeatable destruction cards you force them into blowing their awnsers on protecting there board stat
Once you see someone drop somthing like Force of Will to stop somthing like Shenanigans its go time, green light to combo off
1 month ago
Hey there! Some ramp you may want to consider are Commander's Sphere, Dockside Extortionist, Extraplanar Lens, Geosurge, Irencrag Feat, (If you can afford it maybe a Jeweled Lotus for Chandra?) Lotus Petal, Mana Flare, Mind Stone, Seething Song, Simian Spirit Guide, and especially Treasonous Ogre. I also find that including a Crystal Vein/Dwarven Ruins can be super beneficial, as would a Strip Mine/Wasteland!! Ramp is super important, and even if some of these don't work for you, I think some of them could definitely be switched in for some stuff you have now! Hope this helps, and have a great day!!
1 month ago
Senko-San-1: Unless I'm mistake, there's only seven cards which CAN give you mana in your starting hand (Mox Opal, Mana Crypt, Lotus Petal, Chrome Mox, Mox Tantalite, Simian Spirit Guide, and Lotus Bloom) -- as in, a hand only CAN be keepable if it has one of these six, and even then you'd need a bunch of other rocks too. Not to mention the fact that two of those six only give you mana on turn 3.
I'm just not convinced that this deck works how you say, I'm sorry. I drew another twenty hands, and only one was borderline keepable.