View Full Version : MTG COTD: Kird Ape

15th January 2006, 6:32 PM
Kird Ape - Arabian Nights, Beatdown, Revised, 9th Edition. Uncommon
R: Creature - Ape
Kird Ape gets +1/+2 as long as you control a Forest.
It puts the "fur" in "fury."

With the Gruul duel land coming out in the next set, Kird Ape will see a lot of playing time. A turn 1 2/3 cannot get any better then that. Ofcourse, it really only works in Gruul decks, along with the Gruul duel land. If you dont have the duel land in the opening hand, a turn 2 2/3 is pretty sweet as well.

The Duck's Rating: 3/5

Sabaku no Gaara
15th January 2006, 6:42 PM
The flavor text says it all.
This guy might be a staple in Gruul aggro decks. A turn two 2/3 without any drawbacks (except of course if you control a forest) is awesome in my book. This guy is a fine example of what weenie creatures should be, however this thing is far overshadowed by the recent weenie of Selesnya: Watchwolf.

My rating: 3.5/5

Shadow Trainer
15th January 2006, 6:48 PM
A great card to use in any R/G aggro deck.Might seen an increase in play in type 2 with the release of Stomping Ground. 3/5

16th January 2006, 3:57 PM
No way is Kird Ape poorer than Watchwolf. When played with dual lands, both Taiga and the Ravnica version, it is basically a turn one 2/3. The best thing about it is that it is in a colour combination with spells to back it up, with burn and the like. Watchwolf is great, but costs an extra mana and is not give the same amount of backup that kird ape gets from red.