Simian Spirit Guide


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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.

Simian Spirit Guide Discussion

TypicalTimmy on Some Questions for the Undying ...

1 day ago

TLDR; Shorthand

  • Timmy: Big, flashy spells. Huge boardstates. High CMC. Loves long games, loves interactions.

  • Johnny: Win or lose, the fun is in playing the game. If everyone is having fun, a Johnny is happy.

  • Spike: If you're not winning, you're losing.

  • Vorthos: Artwork and flavor over design. A deck that only wins 30% of the time but is 100% flavorful is the best way to play. Think "Chair Tribal", "Hat Tribal" and "Sexy Woman Tribal".

  • Mel: is better than . Sorcery spells are garbage. Creatures need ETB effects. There are only a few good Planeswalkers in the game.

  • Timmy (Myself) is a player who enjoys large plays, huge mana sinks, massive boardstates, fringe combos, odd synergy, tribal mechanics, etc. As I've stated time and time again, I absolutely LOVE making creature tokens. Cards like Sandwurm Convergence is like huge bang for your buck when you create endless Wurms for free after the initial investment. I also love Planeswalkers as it's effectively a free Sorcery each and every turn, and the better ones bring flexibility to the game. Yes, I do try to win. No, unlike a lot of Timmy players I do not get butthurt if I lose.

  • Johnny are players who don't really care if they win or lose. They just want to sit down, play some Magic with their friends, and have fun. If everyone is having a blast, they are happy. Johnny's win when others are having fun. These are the guys that will pitch in for pizza, offer to host at their place, give you tips and pointers on how to play, and generally are awesome people. I'm a Johnny on this site as I always try to offer and give advice, but nothing makes me quite as happy as a boardstate with 20+ creature tokens, 4x anthems, and some giant engine that nobody uses because it's garbage.

  • Spike players are those who want to win, they only want to win, they are there to win, and they use the best cards to win. They are the ones who research decks, keep on top of meta data, care about win:loss ratios, hone their sideboards, and (In my experience) cheat whenever possible. They are the first ones to call out a rules violation and bring the game to a halt when they see someone else do it, but are quiet as a mouse and refute it endlessly when they do it. These are the only players I get angry with, and I actively avoid them at all costs. ACCORDING TO MARK ROSEWATER, a "Spike" player was first noticed when he realized four of his friends played in this way, and three of them are female. Therefore, "Spike" is a gender-neutral name.

  • Vorthos is a player who puts flavor above mechanics. These are the ones who will buy a Ride Down over Ride Down for a Samurai tribal. These are the ones who will make a "Bearforce One" deck. These are the ones who will only use burn spells that actually contain FIRE on them and not ELECTRICITY. They can be a Timmy or a Johnny. You are typically not going to find a Spike player who is Vorthos, because you can't have the best cards if you nit-pick their artistic design. Vorthos comes from Mark's friend John who would play this way. Since Johnny was already a name, Mark went with John's D&D character's name - Vorthos; A 14th Level Elf.

  • Mel (Melvin, shortened to Mel to become gender-neutral) is a player who meticulously rips apart each and every aspect and design of a card to find the objectively best value for their money and deck. For example, to a Mel, a Lightning Bolt is strictly worse than a Path to Exile or a Fatal Push . Why? Because Path to Exile permanently removes the threat from the game and Fatal Push permanently kills the threat. Lightning Bolt may not actually be enough to deal lethal. A 4/4 creature is out of Lightning Bolt reach, but not out of Path to Exile 's reach. Yes, we may disagree because we recognise that burn is a legitimate strategy. Dealing 3 damage to a creature who sustained combat damage is completely viable. Dealing 3 damage to your opponent and swinging in with a now 2/2 Monastery Swiftspear for a total of 5 damage is insanely good on T2, or even T1 with Simian Spirit Guide . But a Mel is going to look at all aspects of a card, and a 1 CMC 100% removal is better than a 1 CMC "eh, it might be removal". Mels are strong Spike players, but they are also players who just want to maintain curve, stabilize their color requirements, and hone their deck. For example, Hero's Downfall is strictly better than Murder . But if you are in two or more colors, Dark Banishing is strictly better as the color cost is less strict. If you are up against black creatures, sideboard Hero's Downfall and never even consider Murder .

Asturonethoriusaline on If I play Hunted Wumpus, ...

2 weeks ago

Thanks all for the help, looks like its going to be a Elvish Piper , ramped out by Birds of Paradise , Simian Spirit Guide , and Infernal Plunge , to try to get Emrakul The Aeon Torn out by Turn 3.

I dont see any other way faster.

dingusdingo on Blood Moon in Four-Color Mana ...

2 weeks ago

You've correctly identified some methods already used (signets, dorks) which are extremely common in decks. This is because they 1) ramp 2) color fix 3) spread mana across permanent types to avoid getting wiped. You should DEFINITELY run the signets/talismans and available dorks, they are so incredibly efficient at what they do and at very low real dollar cost, and are diversified to avoid getting totally wiped. I know you want more lands but also consider Armageddon only costs $4 and has already had so many printings and you will see it in competitive decks and other low-tuner competitive decks. If you run Blood Moon on a budget, absolutely run the talismans and signets I can't stress that enough.

However, being a budget boy who wants to go fast myself, I've stumbled across similar questions before, so I'm more than willing to share what I've gleaned. You pretty much want cards that WILL come down turn 1 or 2, cards that give free stuff for cheap $$$, or or pump up those basic land #'s. You may also notice that in typical Blood Pod lists, there aren't that many red cards or red mana sources, and that many of my recommendations are green. You're going to want to weight your colors so red is a smaller part and to run very few red lands because all your nonbasics become Mountains, so run your nonbasics to include a red splash and then run more forests.

Sakura-Tribe Elder

It is a Rampant Growth on legs that can block-then-sac on annoying early creatures like Tymna the Weaver . Brings you to a basic so works with BM, it can swing to get Tymna triggers. It spiked a while ago but its still decently cheap to buy.

Rampant Growth Farseek Nature's Lore

Nature's Lore is the best of these three, as the forest enters untapped and it can grab shocklands with a Forest type if you dont have BM out. Growth gives the most utility by giving you any basic land for BM. Farseek gives any but a forest, but you have to make a green to cast it so you've got at least one green somehow. These are extremely playable fixer/ramp cards on a budget and are really going to help you with a budget Blood Moon land base. I recommend these over the 3 CMC counterparts Cultivate Kodama's Reach because they come out a turn faster so far lower chance you're going to get staxed out. They curve extremely well into having 4 mana on turn 3 (Tana on turn 3?), as opposed to using all your turn 3 mana for a big turn 4. They also raise the amount of keepable hands you will have, as 2 mana + growth gets you to Tymna, while 2 mana + Cultivate is a mulligan more times. They're even enjoyable to see sometimes late game after MLD.

Arcum's Astrolabe

Insane color fixing and it cantrips, the only problem is you have to run snow-basics instead. If you happen to have enough snow basics laying around, this is a very solid bet for color fixing.

Chromatic Sphere Chromatic Star

One of these is much cheaper to purchase, so I highly recommend that one. Fixes and cantrips, you really don't mind drawing them late at all.

Springleaf Drum

Color fixer and ramper, works real well with BM. Just add creatures.


If you have them, they will deck thin + get you to the correct basic land. I know fetchlands are expensive, so also consider that there is a lesser known cycle of mirage ETB tapped fetchlands, while definitely worse, are much cheaper. Sleeper cards tagged for your convenience Flood Plain Bad River Rocky Tar Pit Mountain Valley Grasslands . Also DEFINITELY run Evolving Wilds and Terramorphic Expanse if you don't already. More sleeper fetches that might interest you Krosan Verge Thawing Glaciers

Simian Spirit Guide Elvish Spirit Guide

Nice replacements for Mox Opal and Mox Diamond . They let you hit signets/talismans/growths/big dorks on turn 1. They help you escape from underneath Trinisphere or Sphere of Resistance . They are slot intensive, but with Tymna in command zone to guarantee draws I would also highly recommend these. These will be invaluable in helping you get a stronger start than more expensive opposing stax decks. They're a small hit to the wallet but once again, fraction of the price of Opal/Diamond.

Wild Growth Utopia Sprawl

I didn't see these listed in the OP or in comments, so I definitely wanted to bring them up. Work extremely well to accelerate and color fix, they also work with Blood Moon . They're enchantments so it gives extra diversity from creatures/artifacts against wipes. Works extremely well with Arbor Elf and Voyaging Satyr


Tutors basic land of your choice to your hand. There are a couple downsides though 1) Doesn't ramp you at all 2) Most cards with landcycling aren't very good for the actual spell. Landcycling does have a few big perks though 1) its an activated ability, which makes it MUCH harder to interact with and mostly immune to stax effects 2) minor bonus utility of actually playing the card 3) it will become a land eventually so it dodges more hate than other permanent types. This would be effective if you had other strong stax decks in your meta, or a crazy amount of counterspells, but otherwise I'd try one of the other ones I listed first.

Tenshi41 on Sunfire

3 weeks ago

I would definitely include more draw effects. Because commander is a longer game, you need to be able to refill your hand and keep enduring battle. I would recommend Outpost Siege , Endless Atlas or Chandra, Torch of Defiance . I would also include wheel effect to reload your hand cards like Magus of the Wheel and Dragon Mage are great budget includes.

The deck is also lacking in ramp, I would include cheap ramp such as Myriad Landscape , Wayfarer's Bauble and any old mana rock like Boros Signet , Boros Locket . With a bigger budget I would include commander staples like Solemn Simulacrum , Burnished Hart and Sol Ring .

Also one of effects like Simian Spirit Guide are very lackluster for non-combo decks that are not going to win in one turn.

Great Start and Welcome to Commander

exalted_k1d on Emrakul Mardu Goryo

3 weeks ago

If your going to run Griselbrand might as well just play grishoalbrand and add, Ghalta, Primal Hunger , Nourishing Shoal Borborygmos Enraged Simian Spirit Guide Desperate Ritual

For those who don't know the combo.

Turn 1 land neonate pass.

Turn 2 land or exile Simian spirit guide, sac neonate discard Griselbrand , reanimate with goryo.

Pay 7 draw 7. Pay 7 draw 7. Cast Nourishing Shoal exiling Ghalta, Primal Hunger . Keep paying 7 until u have enough Simian Spirit Guide and Desperate Ritual in hand to cast Through the Breach or a discard outlet and Manamorphose to get black mana for another goryos, reanimating Borborygmos Enraged .

Discard all lands in hand, win.

Alkadron on PDH(BRG) - The Master of Slaughter

3 weeks ago

Thanks for your suggestions! You are very thoughtful and helpful.

I like the effects offered by Khalni Garden and Dwarven Mine, but I'm very disinterested in the EtB Tapped part. They're fine for slow decks that don't care about turn 1 or 2 plays, but this deck needs to be really fast. If this deck's plan is to end the game on turn 3, Khalni garden could cost me an entire turn, and all it gains me is a plant token? Seems like a bad trade.

The difference, for me, between Rush of Vitality and Boon of Erebos, is the power-boost to Mana-cost ratio. Honestly, the card is more about pumping the Slaughtermaster for cheap than it is about saving him. I'm not a huge fan of the slaughtermaster being removed from combat either, but it's a lot better than him dying and me recasting him with summoning sickness and a a commander tax. But that's the niche case, mostly that card is just to boost his power. Rush of Vitality is only one power for two mana, which feels a lot worse in my hyper-aggressive "END THE GAME NOW" brain.

Phyresis is great. I kinda just don't like it?

Wicked Reward is actually a pretty terrible card in my build, it doesn't have any creatures. It has some cards that pretend to be creatures, like Rubblebelt Maaka and Faerie Macabre and Simian Spirit Guide , but none of those are actually creatures. This deck only ever has one creature on the field, ever.

As for Weilding the Green Dragon... I hate three kingdoms. I hate that it's expensive as hell for what are basically bad reprints, and I hate that it's white bordered, and I hate that the cards are really hard to find. Mostly I pretend that it doesn't exist.

I like the idea of Wild Might, but it feels risky.

I like the idea of Phytoburst more. I only realized that card existed a few days ago while throwing together a Syr Faren list, and I decided then to get a copy and put it in here. Screaming Fury is also worth considering. It'd be the top of my curve, but it's basically another Scorchwalker , and I like Scorchwalker. Mostly I like that it can't be countered, but 5 power for 3 mana is a pretty good deal.

Destructive Tampering feels not great in this build. Destroying artifacts is not a priority (I can get rid of artifacts by murdering their controller), and making things not block is a task I've accomplished more mana-efficiently with Trample.

Thanks again for the feedback! Stay tuned for Phytoburst and Screaming Fury edits. Eventually. (As I mention earlier, this deck is not something that I play anymore ever. It just sort of exists as a curious novelty, and editing it is not a huge priority forme.)

Asturonethoriusaline on Pillage Coats Charm Calamity Boom! T1 LD Primer!

3 weeks ago

Thanks Darth for your comment.

Your right that Ponza's Ramp package is better for what it wants to do.

The difference between my almost mostly semi pure LAND DESTRUCTION deck, and Ponza is:

From what I have seen, Ponza is NOT DEPENDENT on Land Destruction the way my deck is.

What I mean by that is, is if Ponza is able to destroy land, that's bonus. But if not, it will RAMP UP to it having more THREATS then my deck, then use creature Removal, burn, protection of its threats to win. And its Ramp package is better then my deck's Ramp package at doing that.

My deck is different in that if I dont destroy opponents land, then this deck is SUNK.

This deck Ramps in the following ways:

  1. It uses the 4 Birds, or 4 Arbor elves, or 4 Mana Dorks, to help destroy land on, by turn 2.

  2. It uses 4 Simian Spirit Guide 's to destroy lands on turns 1,2,3.

  3. Uses Boom/bust + Fetch land, or + Darksteel Citadel land, to destroy a land on turn 2.

That, this does 2 things:

  1. It deramps my opponent, as as such is a kind of tempo ramp for me, putting me ahead land wise ahead of opponent.

  2. Using the ramp that I use to destroy lands on turns 1,2,3, alao helps me get out more land destruction cards on future turns, and helps me get out my semi finishers.

By turns 4,5,6,7,8:

  1. I have destroyed about 3,4,5,6 opponents the point, where opponent either has 0, Zero,1,2 lands.

  2. I have about 3,4,5,6,7 land.

  3. I have out one, an or some of the following:

A. Acidic Slime

B. Goblin Dark-Dwellers

C. Charmbreaker Devils

D. Hoard-Smelter Dragon .

You said that my deck lacks consistency of Ponza.

That's probably true, when compared to the OVERALL consistency of Ponza.

But my deck is actually more consistent then Ponza AT DESTROYING LAND more often, and more consistent then Ponza at destroying lands Turns 1,2,3.

My deck is VERY consistent at destroying lands, and at destroying lands turns 1, 2, 3.

Now where my deck is similar to Ponza, is that like Ponza, I destroy land, ramp up to threats.

Its just that Ponza has more,and better threats then my deck.

And I destroy land better then Ponza.

That might change a little as I am putting Deus of Calamity into deck(Thanks Funky).

Also I am not saying my deck is better then Ponza. It either may or may not be better the Ponza,an or probably is better then my deck.

But the 1 thing my deck is better then Ponza at, is that my deck is a better LAND DESTRUCTION deck that is better at destroying lands then Ponza is.

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Simian Spirit Guide occurrence in decks from the last year


All decks: 0.34%

Red: 3.47%

Rakdos: 3.25%


All decks: 0.5%

Commander / EDH:

All decks: 0.01%

Red: 0.13%