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.
|Have (3)||, lizardwarrior , CompleteWaste|
|Want (11)||Avacyn1986 , SasukeUchiha , metalmagic , TorinMasquerade , Fireslice2 , zachi , Anahita , Kotu , Mavan_Frost , hardwoodteak , Phoreon|
Printings View all
|Guilds of Ravnica (GRN)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Ravnica: City of Guilds (RAV)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Watery Grave Discussion
3 days ago
Love the flavor! One nitpick, I'm not sure Wake of Destruction works with Urborg the way you wrote. If I'm not mistaken, Wake destroys each land with the same NAME. Urborg gives each land a similar TYPE. Consider any dual land cycle as an example: Watery Grave.
Otherwise looks really crazy and fun!
1 week ago
Hi Vinman. I am here from your comment on my Competitive UB mill modern (2020 short guide). For the SB i suggest u to remove Hurkyl's Recall cuz was a counter for affinity deck, but now is out of meta, so it's a dead sb card. Spellskite is a strange card for mill, why are u playing it? Why are u playing Trapmaker's Snare in sb? It is good only if u play Ravenous Trap. You can't play Lurrus of the Dream-Den if u play Ashiok, Dream Render cuz of the ruling of lurrus; so you have to choose, or lurrus or ashiok. Remove Nature's Claim cuz you don't play greed lands :). Ensnaring Bridge is a good SB card, add Damnation or Bontu's Last Reckoning for a mass removal. You need something for gaining life (Cling to Dust in my opinion is not enough), I suggest you to put in some Crypt Incursion or Profane Memento. I suggest you to remove Ghost Quarter and add 2 more Field of Ruin becouse fields force your oppo to search and proc landfall of your crabs. I suggest u to remove 2 Watery Grave and add 2 Darkslick Shores so you don't lose too mutch HP early. Hope I helped u :)
3 weeks ago
SentinelElf2711 thank you for the suggestions. I did more research of UB decks and saw Stern Dismissal as a solid T1 answer (as we want to start milling asap). I liked the idea of Assassin's Trophy, again as a way to force a search for our opponent. The splash for green is not awful. I would just replace a Watery Grave with Breeding Pool to help. If it's only 1 Green pip, I don't see the huge issue. It's not a hard green push. Thassa's Oracle is a very interesting option. Didn't think about self mill then win off of it. I'm still tweaking on paper, so I don't have an updated list to show you on tappedout. Thoughts on Hunted Horror as an unconventional answer to Leyline?
3 weeks ago
Hey Balaam, this is a neat combo deck! I have never seen a competitive deck utilizing Grand Architect and Pili-Pala. I think this build has a lot of potential. I have some initial comments for your consideration:
First of all, in Modern, I would argue that there are 3 primary deck archetypes, based on the amount of turns it takes for a deck to get going: Aggro decks lead with lots of damage potential in the early turns and often expect to win by turns 3-5. I frequently play against a friend who has a green stompy deck, and that deck deals over 20 damage by turn 4 consistently via mana ramping and powerful creatures. I like to use that example as a good benchmark for deck building. Midrange decks rely on counterspells, disruption, and removal to allow the deck to develop and secure a turn 4-6 victory. Control decks utilize similar tactics but have a longer gameplan, and stall until sealing the deal after turn 6 with large creatures or one/two-hit kill spells.
I think this deck falls under the midrange category, since you are trying to keep your mana costs low and execute your combo as fast as possible. The problem I see in this build is that if you don’t pull off the combo by turn 3, you have no blockers on the field, and you are relying on reactive counterspells to protect you until you can pull off the combo. Thus you will have an inherent problem against very fast aggro decks. Another issue is that the mana curve of this deck is a tad bit too high. You are running 0 1-drops, so on turn 1 you will always have a wasted turn. Furthermore, most competitive Modern decks rarely miss a land-drop and avoid lands that come into play tapped (unless the lands are very necessary). I think Tolaria West is too slow for that reason. Although it is useful for transmute, you are running plenty of other transmute cards and you should be able to pull off your combo without slowing down your mana development.
To remedy these issues, first I suggest swapping out the Tolaria Wests for Polluted Delta. Fetchlands help search for Watery Grave when necessary and help thin and shuffle the deck, so it’s more likely you’ll get your combo pieces.
(more comments to follow...)
4 weeks ago
Don't you worry about not having experience, your suggestions are very valid!
Apostle's Blessing is great for:
Giving your creatures an extra prowess trigger,
Making them generally unblockable early in the game where the damage means most,
Hurting you directly with Phyrexian mana to empower Scourge of the Skyclaves,
It's dead in hand most of the time, but good for squeezing out extra damage. You find yourself holding up 1 mana when you can to protect your most important thing, be that a Scourge, Slifer the Sky Dragon or even a simple Swiftspear. I like to keep at least 2 in for those choice moments when the opponent is highly interactive, and it's an easy board swap when they're not.
Light Up the Stage was an addition from the Izzet Prowess list. I find it's good for refilling my hand after I've made a devastating blow on T3. Running out of gas is a killer and this is good for picking up the pace. I have no idea what I'd take out for a fourth, it was already hard to squeeze in the three I have!
I did actually try the 1-of Watery Grave and found that the hands I was drawing with it in were stymied by it not producing red.
In the end, the chances that I'd draw either just my Scourges, Stormwings and Thoughtseizes without any red cards are few and far between. My large amount of fetches over shocks do more than enough to fix my mana and destroy my life total.
Also, on the topic of basics, you find a lot of players using both Path to Exile and Field of Ruin. If I played one less basic, the deck would be far less useful against these cards, turning Paths into 1 mana exiles with no upside for us, and Fields into Wastelands.
Thank you for your interest in the deck!
1 month ago
i almost recommended Mind Sculpt, then saw you mentioned Maddening Cacophony which would be a strict upgrade. stay away from lands that enter tapped. you'll want Polluted Delta, some other fetch that can get an island (to prioritize turn 1 crab), Watery Grave, and Drowned Catacomb. you can skip the planeswalkers and enchantments in favor of more efficient removal and counterspells like Fatal Push and Mana Leak
1 month ago
Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).
First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:
- Bloodstained Mire
- Canopy Vista
- Cavern of Souls
- Cinder Glade
- Command Tower
- Dragonskull Summit
- Drowned Catacomb
- Exotic Orchard
- Fabled Passage
- Flooded Strand
- Godless Shrine
- Haven of the Spirit Dragon
- Indatha Triome
- Ketria Triome
- Path of Ancestry
- Prairie Stream
- Reflecting Pool
- Sacred Foundry
- Savai Triome
- Scalding Tarn
- Smoldering Marsh
- Sunken Hollow
- Sunpetal Grove
- Unclaimed Territory
- Watery Grave
- Wooded Foothills
- Woodland Cemetery
- Zagoth Triome
- 1x Island
- 1x Plains
- 1x Swamp
- 3x Forest
- 6x Mountain
You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.
As for the rest of your cards, here's what I recommend cutting:
- Aether Vial
- Coat of Arms
- Crucible of Fire
- Deathbringer Regent
- Kilnmouth Dragon
- Kiora, Behemoth Beckoner
- Nicol Bolas
- Nicol Bolas, Dragon-God
- Ojutai, Soul of Winter
- Ryusei, the Falling Star
- Shared Animosity
- Supreme Verdict
- Ugin, the Spirit Dragon
- Utter End
And add in their places, assuming you're running 40 lands:
Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!
1 month ago
That’s a good point about the Shores, and the risk/reward calculation between fastlands like Shores and checklands is something I’ve struggled with in my builds as well. I think it depends on a particular build’s mana curve, and whether a tapped fastland on Turn 4 will result in a loss. I run 2-4 fastlands in my builds that max out at 3-4 lands in play, and I only have problems 1% of the time. For some reason I always have had bad luck with checklands, so I try to avoid them, especially with builds with several non basic lands.
For this build, I think having access to an untapped U/B for no life cost during turns 1-3 is critical against burn or super fast aggro, so I would recommend Shores over Catacombs, especially since you are running Ghost Quarters. This will also matter when bringing in sideboarded cards. But ultimately it is a matter of personal taste.
Regardless if you choose the Shores or the Catacombs, I do think you need at least a couple U/B lands that don’t hurt when entering play to balance with the Watery Graves.
Also, here are some other suggestions for the sideboard: Spell Pierce (cheap protection against lots of threats), Force of Negation (amazing counterspell), Dismember (amazing creature removal), Echoing Truth (for tokens/creatures/artifacts/enchantments), Nihil Spellbomb (graveyard hate), Ratchet Bomb (for tokens/enchantments/artifacts), Spellskite (for burn), and Damping Sphere (for ramp/tron/storm)). Plus the new Feed the Swarm is interesting, you may consider that as well.