Mouth of Ronom

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Coldsnap (CSP) Uncommon

Combos Browse all

Mouth of Ronom

Snow Land

: Add to your mana pool.

, , Sacrifice Mouth of Ronom: Mouth of Ronom deals 4 damage to target creature. ( can be paid with one mana from a snow permanent.)

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Mouth of Ronom Discussion

Juanturnkill on [List - Multiplayer] EDH Generals by Tier

1 month ago

It has more redundancy in card draw and focuses more on going infinite quickly due to a streamlined card selection not including cards that have too low an impact with untapping during other turns and phases, such as Quest for Renewal. It also got rid of some low impact cards in the deck such as Yisan, the Wanderer Bard. Finally, more removal for Linvala, Keeper of Silence with cards such as Mouth of Ronom.

mmcgeach on Control Zur

1 month ago

@VelvetVendetta: I find Stifle really good. I can usually use it to save Zur from something (from strange things, recently Mouth of Ronom and Fleshbag Marauder, although more typically from Gilded Drake). You can also use it to disrupt most combos - Protean Hulk, Leonin Relic-Warder, Razaketh, the Foulblooded, Kiki-Jiki, Mirror Breaker, etc. Would have been great against a Kederekt Leviathan-Animate Dead lock I played against earlier this week. It can also slow down stuff like an opposing Zur, Sisay, Arcum, Selvala, etc. Occasionally it saves you from something really devastating on a creature, like Bane of Progress. I guess it's around the 8th-best counterspell in this list.

mmcgeach on Control Zur

1 month ago

@VelvetVendetta: I find Stifle really good. I can usually use it to save Zur from something (from strange things, recently Mouth of Ronom and Fleshbag Marauder, although more typically from Gilded Drake). You can also use it to disrupt most combos - Protean Hulk, Leonin Relic-Warder, Razaketh, the Foulblooded, Kiki-Jiki, Mirror Breaker, etc. Would have been great against a Kederekt Leviathan-Animate Dead lock I played against earlier this week. It can also slow down stuff like an opposing Zur, Sisay, Arcum, Selvala, etc. Occasionally it saves you from something really devastating on a creature, like Bane of Progress. I guess it's around the 8th-best counterspell in this list.

mmcgeach on Control Zur

1 month ago

@VelvetVendetta: I find Stifle really good. I can usually use it to save Zur from something (from strange things, recently Mouth of Ronom and Fleshbag Marauder, although more typically from Gilded Drake). You can also use it to disrupt most combos - Protean Hulk, Leonin Relic-Warder, Razaketh, the Foulblooded, Kiki-Jiki, Mirror Breaker, etc. Would have been great against a Kederekt Leviathan-Animate Dead lock I played against earlier this week. It can also slow down stuff like an opposing Zur, Sisay, Arcum, Selvala, etc. Occasionally it saves you from something really devastating on a creature, like Bane of Progress. I guess it's around the 8th-best counterspell in this list.

thegigibeast on Competitive Seton

1 month ago

Hey there, I decided to go ahead and review your deck already!

I feel like there are some things missing, mainly Eternal Witnessand Great Oak Guardian. I know that they both are not druids, but I feel like they add a lot to the deck, and they provide with victory lines without even needing the gods to pump and attack like you mentionned before, and they are a lot less dead in the deck that the gods.

First of all, Great Oak Guardian would go infinite with Temur Sabertooth, letting you generate infinite mana from your Druids and draw your entire deck from a draw engine like Soul of the Harvest, Primordial Sage, Zendikar Resurgent, Recycle, Lifecrafter's Bestiary or Glimpse of Nature. After that, you would have infinite mana and your entire deck in your hands, so you now need a way to win.

Eternal Witnessand Somberwald Stag comes in here. First of all, she would be really great as graveyard recursion (she is not a staple for nothing, she is a must include in every green deck IMO, especially mono-green). Then, once you have your entire deck in hands with infinite mana, you could cast Beast Within to kill every permanent on your opponents side, getting it back from the graveyard by bouncing Eternal Witness, then keep on recurring Somberwald Stag (on a side note, this thing can help you kill Linvala, Keeper of Silence if you have too and is easier to tutor for green since it is a creature) to kill every 3/3 beasts yout opponents control, so they would all be left with nothing on the battlefield, not even lands. Most opponents will simply stop playing at that point, but if any one just wants you to keep on playing, thinking you will die from drawing next turn, you simply have to cats Green Sun's Zenith, fail to find, then shuffle it back in your deck (it will be the only card left in your deck). Next turn you draw GSZ and do the same, attacking them with all your creatures until they are dead (or until they realize they won't be able to do a thing).

Speaking of GSZ, you should also add Dryad Arbor in place of a forest, since GSZ + DA is a great turn 1 ramp to be able to cast Seton on turn 2.

You were talking about a Tangleroot+ Cloudstone Curiocombo... But have you noticed that Cloudstone Curio alone with two small druids and a draw engine will draw your entire deck? You don't even need Tangleroot, since you can draw your entire deck, cast any spell to untap all of your creatures (also cast Concordant Crossroads if you need to) to generate more mana, then win by the way I have written above.

You are also playing Umbral Mantleand Sword of the Paruns, but not Staff of Domination?

Some great draw engines are also missing from your deck, such as Regal Force, which again is really good with the bouncing provided by Temur Sabertooth. You also have some strange and dangerous card choices: Food Chaindoes help you casting creatures, but at the cost of exiling your druids... You can't abuse it like other combo decks, and I feel like it is not a good fit for what you are trying to achieve here. Also, be careful with Aluren. It can let your opponents play creatures at instant speed too, and it could easily backfire. I feel like you have enough small creatures that can cast themselves (with the ability of your commander) that this is not really needed in here. I see why you included it, but I would remove it, since it is not really needed and can backfire.

TLDR; Here are the changes I would recommend:

artichoker on Nahiri Stax

1 month ago

Hey, thanks for the comments.

I like Heliod more because its token generation is useful for grinding out additional value (not to mention he will often be a creature as well) and it adds additional fodder for Skullclamp, which the deck often needs.

Re: Blinkmoth Well - I really had to have restraint when adding more colorless lands to this deck as there were so many I wanted to add (Mouth of Ronom, Haunted Fengraf, etc.) but I do need to maintain a critical mass of white-producing lands, so the ones I have right now in the list were the ones I judged to the best of the best. Blinkmoth Well would certainly be a useful land, but I don't know that the deck can afford it right now.

I really like Sentinel Totem (better than Tormod's Crypt) so I'll be making that change. Thanks!

jamesesdad on Mono red card advantage

3 months ago

This may be too expensive for your budge, but Scrying Sheets with the majority of your lands being Snow-Covered Mountains and Mouth of Ronom can be a way to get cards for red, made even stronger with Sensei's Divining Top top and Scroll Rack. Of course this doesn't really achieve your goal of early game card draw, just a potential avenue for card advantage in a color that desperately needs it.

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