Simian Spirit Guide

Simian Spirit Guide

Creature — Ape Spirit

Exile Simian Spirit Guide from your hand: Add (Red) to your mana pool.

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Set Rarity
Masters 25 (A25) Uncommon
Planar Chaos (PLC) Common

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Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Block Constructed Legal
2019-10-04 Legal
Pauper EDH Legal
Oathbreaker Legal
Legacy Legal
Pauper Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Simian Spirit Guide Discussion

jakeyuki12 on Winota's Seven Nation Army

5 hours ago

I've found Winota to be an interesting challenge in building. Because of the way she encourages people to build their deck, not only do tried and true Boros playstyles not work entirely, but even some build patterns typical in the entire EDH format don't really work.

Ramp and Card draw are difficult to do in Winota on a budget. Most aggressive Boros decks have been relying a lot on equipment, impulsive draw, and wheel effects to get consistent card draw. Most decks in EDH like to spend the first few turns ramping and setting up their engine. The problem with Winota comes in the playstyle she encourages. When you're playing Winota you really want to get 1-2 non-human creatures out on the first three turns of the game so that you can then play Winota on turn 4 and trigger her ability. This means that the typical two-mana ramp doesn't work well with Winota as it only helps get her out a turn earlier if you play a one-drop on turn one, mana rock on turn two, Winota on turn three (sounds pretty Christmasland to me). That also means equipment like Mask of Memory or Sword of the Animist doesn't work very well either since they also interfere with those crucial early turns that you want to play creatures and then play Winota.

I haven't come up with a good solution to how to deal with this on a budget. If there's no budget worry, you play zero-cost ramp (Lotus Petal, Simian Spirit Guide, Chrome Mox, Mox Diamond, Mana Crypt) so that you can still get creatures out before getting Winota into play. Among those only the spirit guide is budget, Lotus Petal isn't bad, Chrome Mox is the cheapest it'll be for a while, and the other two are waaaaaay more expensive. The other thing you can do on a budget is not play Winota on turn 4 and give more time for set-up, however I think Winota loses a lot of power in doing this since most of your deck is rather subpar until Winota hits the board (then it becomes overpowered).

I think for this budget build I've got a few suggestions: Simian Spirit Guide and Legion's Landing  Flip are two ramp cards that work well with Winota. The spirit guide lets you get Winota out a turn early. The landing doesn't, but it gives you a token turn 1 and flips later. I suggest a copy of Light Up the Stage in the deck. This is practically always a 1 mana spell that draws you two cards. You want your spells to be efficient in this deck since the early game is this deck's specialty (there's a reason it's the only viable cEDH Boros commander). Finally, I'm not sure whether the budget is because you can't afford to spend too much or because you set yourself a budget, but if it is the former I highly recommend saving up for a copy of Flawless Maneuver and a copy of Deflecting Swat. These two allow you to tap out and play Winota stress free.

The_Legionarre on Ellie's Elementals

3 days ago

I'm not sure how tight your budget is but playing 9 basic mountains in a 5 color deck feels really bad. You could get a playset of City of Brass pretty easily, and another playset of Mana Confluence if you can, but at the very least you should get some shocklands for your most important color pairings, they're pretty cheap off of their most recent reprint.

In terms of nonland cards, Simian Spirit Guide seems way too cute in my opinion, sure sometimes it powers out 2 drops on turn 1 but i feel like often you're just discarding a card to play an undersized creature a turn early. Spirit guide is a lot better in decks that want to combo quickly but I don't think thats this deck.

In terms of cards I think you should try, Incandescent Soulstoke and Fulminator Mage are absurdly good cards and you should play more than the one copy. I know its in your maybeboard but Voice of Resurgence is a really high value card that offers a soft t3feri effect for 2 mana and a body AND a strong token once it dies.

Since your entire deck is elementals you should be playing Kaheera, the Orphanguard as your companion since theres literally no downside to it.

Finally, Chandra, Novice Pyromancer and Chandra, Acolyte of Flame are planeswalkers that further your gameplan and I think are worth testing.

Apart from the lands none of these cards are more than $5 and will help you win more games against grindier decks and also help in your game 2 and 3 matchups.

Massacar on Anje

4 days ago

Since you're doing the Worldgorger combo you might as well include Dance of the Dead as a redundant Animate Dead. Also you should use Sunscorched Desert as that land can win you the game with the worldgorger combo alone.

Simian Spirit Guide, Blood Pet, Jeweled Amulet can be vital mana resources for big turns.

Shadow of the Grave and Unearth can also be handy.

Overall I would recommend lowering your total CMC to below 3 to allow for more reliable explosive plays.

I can give you more suggestions if you like, or you can feel free to check out my own Anje deck (it's on my profile).

forneyt on Mono red goblins

1 week ago

I think to make your deck faster and more consistent, you would need to make the mana curve lower and/or create better synergies with your cards.

First, I would address your mana curve. As a mono-red deck, you rely on speed to gain advantage, but you only have 8 cards that you can play turn one (Theoretically, you can play others with Simian Spirit Guide, but I will get to that). Legion Loyalist is an amazing 1-drop. However, to get out your 3-drops, you rely heavily on SSGs and Infernal Plunges to ramp up, both of which require you to essentially get rid of one or two cards respectively. SSG takes up a card in your hand, Infernal Plunge takes a precious creature and a card in your hand. Then, if your 3-drop is removed, then you basically get 2 or 3-for-one'd, losing a LOT of value. So, if you want to pursue this ramp style, you need to utilize more cards that give you card advantage before turn 3. Dragon Fodder or Goblin Instigator would give you a body to sac while leaving one to attack, though have CMC 2. These cards would also later take more advantage of your lords' +1/+1 because they would be 2 bodies instead of 1. Even adding one or two lands would also help with this build.

If you are not set on the sac playstyle, I would suggest increasing your 1-drops and 2-drops and lands. Goblin Bushwhacker is a great 1-drop that has advantages to playing later with its kicker, and Weaselback Redcap can be useful for its combat trick to get extra chip damage while still playing your cards. Goblin Guide is also a popular 1-drop. Some great 2-drops include Warren Instigator (which you have only one of), Conspicuous Snoop for card advantage, Goblin Wardriver for his pseudo anthem, and of course the 2-drops I mentioned earlier. Having 1 and 2-drops will take advantage of your lords right away, and adding more lands would make it simpler for playing cards each turn, thus making your deck faster and more consistent.

As for your synergies, some of the cards are interfering with other cards in your deck or not taking the full advantage of their potential, making them weaker cards. For example, Vexing Devil, while it is an amazing card, does not take advantage of the Goblin theme and is sacked right away 9/10, thereby making it not useful for both themes of the deck. The Simian Spirit Guide and Infernal Plunge, while can be useful to get out a 3-drop, are not enough to consistently get each 3-drop out of your hand, filling your hand up with unplayable cards. The Temur Battle Rage does not benefit from the Ferocious ability most of the time, and is a win-more kind of card in this deck. Even if you ramp into a Krenko, Mob Boss Turn 2, you would lose 2 cards and risk losing your 4-drop, for one or two 1/1s that can't attack for another turn. Having a ton of lords is not helpful when there are no underlings to take advantage of their boosts. Some other 3-drops you should consider would be Krenko, Tin Street Kingpin, Legion Warboss, and Pashalik Mons.

I wrote all this out because I don't want to take away your decision making as a deck builder; I want to bring up considerations for you to make your own decisions. However, I'll leave a suggestion for additions and subtractions that you can adjust to your preferences.

Take out:

-4x Vexing Devil

-3x Infernal Plunge

-3x Simian Spirit Guide

-2x Goblin Grenade

-2x Temur Battle Rage

-2x Krenko, Mob Boss

-2x Goblin Warchief

-2x Goblin Rabblemaster

Add in:

3x Mountain

1x Goblin Chieftain

1x Goblin King

3x Warren Instigator

4x Goblin Bushwhacker

4x Conspicuous Snoop

2x Krenko, Tin Street Kingpin

2x Legion Warboss

recell08 on Lantern Control

2 weeks ago

To be honest I don't see a place for Vantress Gargoyle in this list. I removed Simian Spirit Guide and added one more land. Also I ordered 2 copies of Emry and will give it a try next week. Maybe Goblin Engineer would be better, but I don't want to force me sacrificing something and I don't want to splash more and more colours...

HxC-Spazz on RAKDOS CONTROL

4 weeks ago

Hi mtgplayer100 !

Thanks for your suggestions ! I added two lands and it seems to be better now.

Seasoned Pyromancer... i love this dude and play him in all my other Rakdos decks in Modern, but i'm not sure here ; it seems to be a nonbo with Ensnaring Bridge. Furthermore, i already have a lot of three drops... As i'm sot sure about Simian Spirit Guide, maybe i will try Spyro instead.

Do you play Prison decks ? How does Seasoned Pyromancer performs for you ?

RambIe on Best 1-drops?

1 month ago

o ya this thread is going to go 2-3 pages
some of my favorite to throw into the hat
Artifact Blast - Great game opener if you have a Simian Spirit Guide
Sakura-Tribe Scout - Greater then a Birds of Paradise if it hits t2 and t3
Manabond amazing opening play depending on your commander
Vicious Rumors - hard to believe but i have seen this shut down games as a t1 play

rdean14 on Card creation challenge

1 month ago

Based off of Simian Spirit Guide and Manamorphose:

Leyline Climber

Creature - Ape

Trample

, Exile Leyline Climber: Add to your mana pool and draw a card.

4/4


Definitely would be mythic. Probably OP, but definitely mythic.

I'd like a card like Misthollow Griffin or Haakon, Stromgald Scourge, or maybe like Fblthp, the Lost, where it can/must/wants to be cast from a zone other than the hand.

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