Watery Grave

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare
Zendikar Expeditions (EXP) Mythic Rare
Gatecrash (GTC) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Watery Grave

Land — Island Swamp

(: Gain or .)

As Watery Grave enters the battlefield, you may pay 2 life. If you don't, Watery Grave enters the battlefield tapped.

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Recent Decks

Watery Grave Discussion

Cereal_Killer on Turbo Mill

3 days ago

Fetch and Shock lands (in your case Polluted Delta, Marsh Flats, Flooded Strand and Watery Grave) are always a good choice, so why don't you add them?

Then, remember you have Archive Trap, so you should find a way to make your opponent search his library, maybe Ghost Quarter or Field of Ruin?

25 lands are too much, you need to be very fast or your opponent will kill you first!

Better alternatives to Lost Legacy are Surgical Extraction and Extirpate, they cost less and since you mill his deck, it will be easy for you to use them

You need something that let's you draw, so why not Visions of Beyond or, also, a less powerfull Opt or Serum Visions?

Consuming Aberration is too slow and too easy to destroy in my opinion.

Do you want to spend some money on your deck? Add some Snapcaster Mage

In my opinion Startled Awake  Flip is too slow and Talent of the Telepath isn't a good card you want to draw if your opponent plays only creatures, I'd add more mill cards, such as Thought Scour or Mesmeric Orb

Personally I don't like Sleep. Your opponent plays tons of creatures? Use Crypt Incursion or Fatal Push

A good sideboard can help you, so I'd add Leyline of the Void or Relic of Progenitus, Pithing Needle or Sorcerous Spyglass, Set Adrift or anything that could remove Leyline of Sanctity from the battlefield. Other suggestions are Damnation, Hurkyl's Recall (against affinity) and Murderous Cut

multimedia on (GRN) Post Rotation 4 Color Control

6 days ago

Hey, please don't hub your work in progress decks as competitive. This is a brew that has some potential for Guilds of Ravnica Standard, but it's not yet competitive.

Consider Gift of Paradise? It's ramp and good color fixing as well as life gain. The land that's enchanted can be untapped with Teferi's +1. Bant Turns (featuring Nexus of Fate) uses this strategy and it helps to make the deck play much smoother. As far as four colors go I suggest Sultai splashing white. Sultai instead of Bant because Sultai can have an amazing manabase with 4x Watery Grave and 4x Overgrown Tomb both turn on all the Check lands which is important for a control manabase that's four colors. You can splash white for Teferi, Seal Away, Chromium and other single white sideboard cards with Temple Garden, Glacial Fortress and Isolated Chapel. Sultai gives you consistent access to all the good Dimir as well as Golgari cards in the Guilds of Ravnica.

Making the manabase easier to play both Trophy and Contempt is a direction to consider because both these cards are going to be pretty powerful in upcoming Standard. Sultai more than Bant in my opinion is the better color combination to play both these cards consistently as well as to take the best advantage of surveil.

I think it's worth playtesting a small creature base of flash/surveil creatures (House Guildmage, Whisper Agent) who can be fodder to turn on undergrowth for Mausoleum Secrets. With Sultai, two drop Glowspore Shaman also has potential as it puts cards into your graveyard for Search or Mission while also helping to make land drops. Secrets is busted with Trophy because it only takes two creatures in your graveyard to tutor for Trophy. Secrets being an instant two drop tutor is nice for control.

Good luck with your deck.


DlCK on Semi-Competitive Jodah, Archmage Eternal

1 week ago

This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.

First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.

There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.

DragonKing90 on Four Color Control

1 week ago

i dont think 4 colors should be attempted without fetchlands, especially when we won't even have all of the shocklands until after Guilds of Ravnicas 2nd set. for any given 4c combination, there are 6 possible shocklands to use. with your specific color combo, you'll have access to only 3 of the potential 6 after the first Guilds of Ravnica set. you'll have Sacred Foundry, Watery Grave, and Steam Vents, but will have to wait until the 2nd set for Godless Shrine, Blood Crypt, and Hallowed Fountain. you'll lose a lot of life shocking stuff into play. also, 3 creatures is too few and 27 lands is too many.

Squirrelbacon on Esper Shadow

1 week ago

I'm super excited you turned this into Esper Shadow!! I played Esper Shadow at SCG Indianapolis in February, I didn't do too well but that was more to misplay on my end than anything else. A few things I learned about the deck from then to now.

Lingering Souls--> I play 2 in the main, one in the side. Great card, but used more for stalling than aggression with a Death's Shadow in play. Keep in, but maybe trim.

Serum Visions+Opt--> Probably want some number of both.

Stubborn Denial--> Better than Mana Leak and Cryptic Command for this deck.

Street Wraith--> Must have for Shadow Decks. Instant speed draw and lose life? Exactly what the deck wants.

Additional thoughts, 22 lands is still too many, and you probably don't want Field of Ruin in either a Shadow or a Delver deck. Too slow a card for most games. Vendilion Clique is a very serviceable threat. For shocks, your best bet is 2x Watery Grave, 1x Hallowed Fountain and 1x Godless Shrine.

I'm going to recommend against this, but, one of my pet cards is Monastery Mentor.... If you have a lot of games starting to go long, he may be worth looking at placing in the SB. You also have one extra board slot right now as you have an extra Thoughtseize sitting over there.

Best of luck, if you want a link to my list from SCG Indy, let me know I'll send it over! It hasn't been updated in a while though, so adjust if you look at it.

multimedia on Floating Death

1 week ago

Hey, you asked for my help. You're new to Magic? You already have a good grasp on deck building because this is a really well made deck, good job. Do you have the cards in the maybeboard? There's a lot of cards in the maybeboard that are better than cards in the main deck. If you have some of these cards consider adding them main deck?

Cards from maybeboard (in no order):

  • Karrthus, Tyrant of Jund
  • Thunderbreak Regent
  • Scourge of the Throne
  • Silumgar, the Drifting Death
  • Temur Ascendancy
  • Sneak Attack
  • Krosan Grip
  • Swords to Plowshares
  • Vampiric Tutor

Cards in the main to consider cutting for these maybeboard cards (in no order):

  • Crosis, the Purger
  • Deathbringer Regent
  • Numot, the Devastator
  • Savage Ventmaw
  • Skithiryx, the Blight Dragon
  • Crucible of Fire
  • Zendikar Resurgent
  • Hull Breach
  • Tainted Strike


In the main I see Farseek, but in the manabase you're not taking advantage of the reason to play Farseek. Farseek can fetch a dual land that has a basic land type, but currently you don't any duals with these types. Farseek is different than Cultivate and Kodama's Reach; these spells can only search your library for basic lands not dual lands. Farseek can search your library for any basic land except a Forest, but if this is the only lands Farseek can get then you're better off just playing Rampant Growth because it can at least get a Forest.

I'm not recommending that you change the manabase now, but here's some information about how you can improve the manabase over time, later on if you want to. To make Farseek and the overall manabase better for now you can consider the less expensive Battle lands.

Battle lands (each one is two different basic land types):

The Battle lands work well with a manabase with a lot of basic lands since you need to have at least two basic lands in your control for a Battle land to ETB untapped. For the purposes here Farseek can get any one of these dual lands.

To make Farseek and the overall manabase even better consider Shock lands instead of Battle lands (each one is two different basic land types):

The Forest Shock lands and Battle lands (Garden, Pool, Grounds, Tomb, Vista and Glade) give you an advantage with some green ramp spells because these spells let you search your library for a Forest(s) and put it into play. These ramp spells: Nature's Lore and Skyshroud Claim give you nice ramp as well as mana fixing because you can tutor for and put Forest dual land(s) into play.

Another reason to get Shock lands is if you ever get a Fetch land such as Windswept Heath it can fetch one of any Forest or Plains dual land (Garden, Ground, Pool, Foundry, Fountain, Tomb, Shrine). This single Fetch land is powerful, it gives you one of seven choices of a dual land you can search your library for and put into play.

Good luck with your deck.


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