Simian Spirit Guide

Simian Spirit Guide

Creature — Ape Spirit

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

Browse Alters View at Gatherer

Trade

Have (3) Forkbeard , Azdranax , metalmagic
Want (3) Chubbub , Jack223 , devites

Combos Browse all

Legality

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

Simian Spirit Guide occurrence in decks from the last year

Latest Decks as Commander

Simian Spirit Guide Discussion

TriusMalarky on The gods

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:

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:

Purphoros, God of the Forge and Changeling Berserker, Changeling Titan and Changeling Hero. You'll use the three Changelings to create an ETB loop and kill every single opponent.

Alternatively, you can use Purphoros, Bronze-Blooded to give all your Gods haste and kill people with hastey slaps.

Lowenstein on Kaldheim【TURN】【1】【LOCK!】▷ 2021 Combo Deck! ◁

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.

Hypothetically

TriusMalarky on Does Red/White Need to Have …

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.

White can . . . get Deafening Silence out t1. Or maybe Rule of Law. Not bad, but it's not exciting at all and it also doesn't synergize with red in any way.

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+.

Snowmen1 on Theory Crafting a Turbo Tibalt …

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.

king-saproling on

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

RambIe on I Wanna Rock!

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

DemMeowsephs on We Lit the Fire and it's Burning Bright

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!!

Daedalus19876 on 0 land edh [primer]

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.

Load more