Mouth of Ronom
Tap: Add (1) to your mana pool.
(4)(Snow), Tap, Sacrifice Mouth of Ronom: Mouth of Ronom deals 4 damage to target creature. ((Snow) can be paid with one mana from a snow permanent.)
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Mouth of Ronom Discussion
1 week ago
musicman3310, In Playtesting, I found that there are actually a few problems with the deck. For one, this is a $300 version of a $20 gimmick deck. Game Wise, you could wiff on the mulligans when trying to start the game with a Treasure Hunt, and I believe you'll only have a 88% chance of starting the game with one if I'm remembering correctly. What you mentioned is correct. Not having large Treasure Hunts hurt us significantly, but in actuality, this is less of an issue for us than the other versions of this deck.
Zombie Infestation needs about 20 lands in hand for you to spawn 10 zombies (you'll most likely still need this many zombies for dealing with blockers, but Contested War Zone gives us lethal damage with only needing 14 lands in hand).
Seismic Assault still has the same ratio of damage per discard (2 per land), and it doesn't need the Mouth of Ronom for Spellskite. The downside is that it is tripple red to cast. this means more lands on the battlefield and an extra turn of us trying to stay alive. It's easier for us to have the extra lands we would have needed to cast this just stay in our hands for lightning storm's redirect ability.
Conflagrate is another option, and gets around counter spell, but requires about double the lands as this due to it's damage per discard ratio being halved.
QKey on Olivia, Duel
1 month ago
I think Crucible of Worlds does fit better in the deck, then Underworld Connections. Underworld Connections locks up mana and does not very unfair thinks like Crucible of Worlds + Wasteland, Dust Bowl or Tectonic Edge
1 month ago
As for, Glacial Chasm, yes, it is ideally always going to have a cumulative upkeep of just two life, due to the land bounce in the deck. In most other situations, Patron can throw it down in response to someone swinging for lethal. It's been a very fun to play with in this deck.
1 month ago
There are only two cards in the deck that benefit from Training Grounds. Not close to being worth it. Thran Turbine looks more like a real option, but is probably still too situational.
Mouth of Ronom is a choice with low opportunity cost and decent upside: A basic Wastes wouldn't be too bad in a mono-colored deck like this, but this one can occasionally remove annyoing stuff like Phyrexian Revoker, Meddling Mage, Spirit of the Labyrinth or Gaddock Teeg. That doesn't have to happen often, but it's great to have this option available. (For similar reasons, Mouth of Ronom is seen in mono-green decks too.)
1 month ago
use your commander to cheat it into play, bounce it before your upkeep to avoid the life-loss. in any other deck, I'd never recommend it. a snug fit here, though
2 months ago
You currently don't have many ways to interact with creatures. It sucks to lose to an unanswered Kaliaa of the Vast or be stuck under a Peacekeeper, so you probably need tools to fight back. Think about Duplicant, Somberwald Stag, Song of the Dryads, Ulamog, the Ceaseless Hunger or Mouth of Ronom.
Landing Azusa on turn 2 seems like it makes a big difference. You could improve your chances to do that by adding more accelerators for turn 1, namely Boreal Druid, Utopia Sprawl, Wild Growth, Sol Ring, Birds of Paradise, Ancient Tomb, Exploration, Dryad Arbor (enables Green Sun's Zenith to ramp on turn 1).
Can you explain the use of Perpetual Timepiece? The card seems underpowered here. Prism Ring is another card i dislike. You don't need lifegain in every game (unless your metagame is extremely aggressive), so sometimes it's basically a blank. Other games you might want the effect, but can't tutor for an artifact. Why not play a creature that fulfils that role? That you can find when you need it. I suggest Pelakka Wurm or Nylea's Disciple.
Is Back to Nature in your deck to hate a specific deck in your playgroup? If the answer is yes, good choice. Otherwise, i think the card is too situational.
There are a couple more great planeswalkers for mono green: Garruk Wildspeaker, Garruk, Primal Hunter, Garruk, Caller of Beasts, Nissa, Worldwaker and Freyalise, Llanowar's Fury. While Nissa, Voice of Zendikar is an amazing card in the right context, i don't think it's better than any of those in your deck.
4 months ago
A few reasons. One of which is they look nice.
Second, if keeps opponents from benefiting from your Extraplanar Lens if they aren't also using Snow lands.
4 months ago
No need to apologize for the Brittle Effigy remarks, NINJAxPENGUIN92. I fully understand the card's shortcomings and that it's not everyone's cup of tea, and I appreciate your suggestions, even the ones I don't agree with. It keeps me questioning cards in the build, and I think that's a good thing.
About the pet cards thing. I've had some pet cards in the past that I finally got over, sort of, and don't run them much anymore. Cards like Ratchet Bomb that I used for token removal by just playing it as a sorcery with no counters, tapping and sacking it to wipe away a board full of elf or goblin tokens, or Night Soil to turn creatures in opponents graveyards into 1/1 Saproling tokens for me, but I'm still a fan of Brittle Effigy because it's a lurking menace while on the field and even if someone destroys it, I can tap it in response to kill their commander, so nobody wants to play removal removal to remove my removal. /;-)
The whole snow-covered forest thing was originally set up so I could run Extraplanar Lens to double my forest's mana without doubling other green players also since I exile a snow-covered forest with it and they aren't playing them, but by doing that, Scrying Sheets became a good card and Mouth of Ronom became playable.
You said that High Market doesn't do enough during normal game play, but I think it does. Not in this deck, but in my Feldon of the Third Path deck, someone turned Feldon into a bug with Darksteel Mutation a couple of weeks ago. I used High Market to get him out from under that, and then went back to using it for colorless mana, so two pretty good abilities on one card, I'd say that's not bad.
Frontier Siege is an awesome underrated card that I only use for its Khans ability. It cost 4 to play, but if you play it during your first main phase, you get 2 of that back on your second main phase, and then 4 green mana every turn after that to shovel into my Omnath furnace.
Spearbreaker Behemoth cost 7 to play, but only 1 to make Omnath indestructible. Soul of New Phyrexia cost 6 to play and 5 more to make your creatures indestructible. Since Omnath's viability is the prime directive, I think Spearbreaker Behemoth is the better deal, especially since he is already indestructible and I can pay an additional 1 each to make any other of my big creatures indestructible.
Of the last creatures you mentioned, Hornet Queen is a boss. A flying (flying, really in green?!?) deathtouch creature that puts four more flying deathtouch creatures into play when she come in. So you get 5 flying deathtouch creatures that no one wants to attack lest their creatures die from 1 damage, and if I do block with the queen and she dies, I can bring her back to my hand using Eternal Witness or Greenwarden of Murasa and do it all again. Insane value.
Hydra Omnivore is a good card by itself, but even if Omnath is big, and his damage gets through, he can only knock off one player at a time, but with Hydra Omnivore on the field, in combination with Pathbreaker Ibex or Overwhelming Stampede you win the game against any number of opponents.
Mossbridge Troll is damn near impossible to get rid of for one, and how hard is it in this deck to find 10 power? A couple of creatures? An Omnath that is not fully up to speed yet? Yeah, so tap a 10 power Omnath and have a 25/25 Mossbridge Troll that's damn near indestructible coming at ya. Tap Rogue's Passage and you might have just dealt lethal damage to someone.
Platinum Angel is the only one of the cards you questioned that I'm a little ambivalent about, mostly for flavor reasons, like what the hell is an Angel doing in this deck? But, it's amazing how many times you are just one turn away from winning the game, but you never get that turn. It has happened to me many times. Platinum Angel can give you that extra turn or two to go ahead and close the game out instead of getting knocked out yourself. I don't even suggest playing it until you are actually going to need the protection. It's just a target that's not doing you any good until then, but when you need it, and you can usually tell when you're going to need it, it's a handy little stretching tool.