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Baboon Spirit

Baboon Spirit

Creature — Monkey Spirit2/4$0.29

Whenever another nontoken Spirit you control enters, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures." : Exile another target creature you control. Return it to the battlefield under its owner's control at the beginning of the next end step.

Legal in Commander

Is

Does

Rewards

Combos 42

  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Spark Double

    • Infinite turns

    Mana needed: 187 decks on Commander Spellbook

    How it works

    Steps

    Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Spark Double At the beginning of your end step, Baboon Spirit triggers, returning Spark Double from exile to the battlefield. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise

    • Infinite turns

    Mana needed: 147 decks on Commander Spellbook

    How it works

    Steps

    Activate Chameleon using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Chameleon At the beginning of your end step, Baboon Spirit triggers, returning Chameleon from exile to the battlefield. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces

    • Infinite turns

    Mana needed: 126 decks on Commander Spellbook

    How it works

    Steps

    Activate Sakashima using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Sakashima. At the beginning of your end step, Baboon Spirit triggers, returning Sakashima from exile to the battlefield. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Sakashima the Impostor

    • Infinite turns

    Mana needed: 44 decks on Commander Spellbook

    How it works

    Steps

    Activate Sakashima the Impostor using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Sakashima At the beginning of your end step, Baboon Spirit triggers, returning Sakashima from exile to the battlefield. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Auton Soldier

    • Infinite turns

    Mana needed: 22 decks on Commander Spellbook

    How it works

    Steps

    Activate Auton Soldier using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Auton Soldier. At the beginning of your end step, Baboon Spirit triggers, returning Auton Soldier from exile to the battlefield. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Karn's Bastion

    • Infinite turns

    Mana needed: 16 decks on Commander Spellbook

    How it works

    Steps

    Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Avatar Kuruk. At the beginning of your end step, Baboon Spirit triggers, returning The Legend of Kuruk from exile to the battlefield with a lore counter on it. The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card. Activate Karn's Bastion by paying {4} and tapping it, causing you to proliferate and put a lore counter on The Legend of Kuruk. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Marvin, Murderous Mimic

    • Infinite turns

    Mana needed: 6 decks on Commander Spellbook

    How it works

    Steps

    Activate Marvin using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Marvin. At the beginning of your end step, Baboon Spirit triggers, returning Marvin from exile to the battlefield Repeat each turn.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Contagion Engine

    • Infinite turns

    Mana needed: 3 decks on Commander Spellbook

    How it works

    Steps

    Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Avatar Kuruk. At the beginning of your end step, Baboon Spirit triggers, returning The Legend of Kuruk from exile to the battlefield with a lore counter on it. The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card. Activate Contagion Engine by paying {4} and tapping it, causing you to proliferate and put a lore counter on The Legend of Kuruk. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Contagion Clasp

    • Infinite turns

    Mana needed: 3 decks on Commander Spellbook

    How it works

    Steps

    Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Avatar Kuruk. At the beginning of your end step, Baboon Spirit triggers, returning The Legend of Kuruk from exile to the battlefield with a lore counter on it. The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card. Activate Contagion Clasp by paying {4} and tapping it, causing you to proliferate and put a lore counter on The Legend of Kuruk. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.

    Commander Spellbook ↗
  • Baboon Spirit + The Legend of Kuruk // Avatar Kuruk + Lulu, Stern Guardian

    • Infinite turns

    Mana needed: 3 decks on Commander Spellbook

    How it works

    Steps

    Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Avatar Kuruk. At the beginning of your end step, Baboon Spirit triggers, returning The Legend of Kuruk from exile to the battlefield with a lore counter on it. The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card. Activate Lulu by paying {3}{U}, causing you to proliferate and put a lore counter on The Legend of Kuruk. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Kykar, Wind's FuryBaboon Spirit is a Spirit, which Kykar, Wind's Fury can use.
  2. Galadriel, Light of ValinorBaboon Spirit blinks / re-enters your creatures, which Galadriel, Light of Valinor can use because it triggers when your creatures enter.
  3. Ezuri, Claw of ProgressBaboon Spirit blinks / re-enters your creatures, which Ezuri, Claw of Progress can use because it triggers when your creatures enter.
  4. Adrix and Nev, TwincastersBaboon Spirit makes creature tokens and Adrix and Nev, Twincasters doubles tokens.
  5. Bard, King of DaleBaboon Spirit makes creature tokens and Bard, King of Dale doubles tokens.
  6. Donatello, the BrainsBaboon Spirit makes creature tokens and Donatello, the Brains doubles tokens.
  7. Grimgrin, Corpse-BornBaboon Spirit makes creature tokens and Grimgrin, Corpse-Born sacrifices your creatures.
  8. Kels, Fight FixerBaboon Spirit makes creature tokens and Kels, Fight Fixer sacrifices your creatures.
  9. Elrond, Lord of RivendellBaboon Spirit blinks / re-enters your creatures, which Elrond, Lord of Rivendell can use because it has an enter-the-battlefield trigger.
  10. Clement, the WorrywortBaboon Spirit blinks / re-enters your creatures, which Clement, the Worrywort can use because it has an enter-the-battlefield trigger.

View Baboon Spirit on Scryfall