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Watery Grave

Land — Island Swamp

*({T}: Add {U} or {B} to your mana pool.) *

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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Watery Grave Discussion

M1kee on Mill tho (needs more playtesting)

12 hours ago

alrighty..i'm assuming you're wanting to use your walls along with Phenax, God of Deception as your main milling mechanism..which means that at best (aside from Pilfered Plans ), you're milling for 7 cards on turn 5..so why not run 4-ofs Breaking and start your milling at turn 2 for 8?

next, don't run guildgates unless you're going Maze's End ..they're too slow & it's better to just run normal lands (unless you wanna spring for Watery Grave or more Temple of Deceit )

aaaannd i almost forgot you asked for sideboard help..so! Doom Blade yes; Crypt Incursion yes; Pithing Needle yes definitely..not sure what to do with that Lazav, Dimir Mastermind ..i'd either run both or sideboard both..if sideboard both, the i'd play a set of Dimir Charm (or splash red with some Chromatic Lantern and run Dreadbore ..)

your toughest opponents are going to be aggro tribals and RDW/burn, so definitely think creature removal and counterspells.. (i'd try to work out a way to get some Psychic Strike or Thassa's Rebuff in there as well..)

here's my three modern-legal mill decks..might give you some ideas..

Ashiok, Mill Weaver

Massive Dimir Mill

U/B Library Shredder

actiontech on H: 2x Mutavault W: a ...

19 hours ago

I have 2x NM M14 Mutavault s and I'm looking for some of the following in trade:

foil Supreme Verdict s
foil and non-foil Scavenging Ooze s
foil and non-foil shocklands, especially Hallowed Fountain , Steam Vents , Watery Grave , and Stomping Ground . Preference given to foils of any of these but I'll look at a trade involving any of them.

Binder link

KingSorin on Stolen Secrets

1 day ago

First of all, unfortunately, Psychosis Crawler and Curiosity don't work. Curiosity only triggers on damage, and not "loss of life". Damage causes loss of life, but loss of life is not necessarily damage (and in this case, it isn't). Side Note: A similar interaction that does work is Niv-Mizzet, the Firemind and Curiosity , as niv specifies "damage". Back to the deck. I can see right now that you have lots of 1-ofs and 2-ofs. I'm not sure if this is because these are the only cards that you own, or if you're just not sure what's good and what's not, but having fewer than 4 copies of cards generally leads to inconsistencies. Lots of the cards are very redundant in what they do, so by including less copies you're not making your deck more flexible either. You should probably stick to more copies of the best cards for each role, and cut down on others. For example: Phantom Warrior is a 2/2 unblockable and Latch Seeker is a 3/1. You're probably not going to be doing much blocking, so the 3/1 is probably better for the situation (even when blocking they're still about the same. I'd say cut 2 warriors and add 2 more seekers. I think Ghostform is a bit weak. It costs 2 mana, loses you a card, and makes it so a couple of your dudes (lots of whom are already unblockable) unable to be blocked this turn. Hidden Strings in essence can do that, by tapping down 2 dudes, but also serves other purposes, such as giving pseudo-vigilance to your creatures, and it can also be ciphered. All in all it's a superior card, so I'd cut the 2 Ghostform for 2 more strings. Murder is also quite clunky. The problem with it is i costs 3 mana, and 2 of it are black. You only have 13 black sources, so often you won't be able to even cast it. There are plenty of cheaper (mana) alternatives, which sacrifice a little bit of flexibility for much greater efficiency. Go for the Throat , Doom Blade , Dismember and Agony Warp are a few examples. Last Thoughts costs 3 more mana than Curiosity for the minor bonus of drawing 1 when cast. Curiosity is much more efficient, so I'd cut the 2 thoughts for 2 more Curiosity s. Whispering Madness gives both players cards equal to the highest amount of either player's discards. This means whichever player has less cards beforehand will get the most out of it. Your deck is most likely to be that person, so this card will often benefit your opponent more than you. I'd cut it. Deathcult Rogue and Neurok Invisimancer are both a little weak in my opinion. Invisimancer only gives the bonus for a turn, and most of your creatures are already unblockable. I'd personally cut these 2 for cheaper evasive creatures like Triton Shorethief and more Invisible Stalker s (they're so broken). Scroll Thief and Stealer of Secrets are about as good as each other in fulfilling the required role, however luckily for you, you don't have to choose which one is better. Dimir Cutpurse outclasses both of them so you could probably run just 4 of him. Way of the Thief is also clunky, and it also leaves you very vulnerable to removal. One of the main problems with decks that rely on auras are that they lose lots of card advantage if the opponent uses 1 card to in essence kill 2 of yours. I'd swap these for some equipment. I can see that you're on a budget, so I won't recommend Sword of Fire and Ice or any of the other 4, but if you can get your hands on that one in particular, it'd be very good to add. Sword of Vengeance gives a similar effect to Way of the Thief , for 1 more mana, but sticks around to help your other guys later. +2/+0 first strike means your opponent won't want to block, as they'll most likely die, the trample means you'll probably get draw triggers even if they do block, and vigilance lets your guy hang back to stop attacks. If you're not sold on this, there is another solution which is an aura. Way of the Thief costs 4 mana to do something Spectral Flight does for 2. Sure, unblockable can be considered better than flying, but Spectral Flight is 2 mana less and doesn't need any of this gate nonsense. Call of the Nightwing costs 4 mana to get you a token when cast, and 1 more each time a creature connects. Bitterblossom is stupidly expensive, but does a very similar job for 2 mana less, but seeing as this is budget, I'd say Bloodline Keeper  Flip can get you a 2/2 each turn, and is a 3/3 himself. If you can get more Watery Grave s, any Drowned Catacomb , Creeping Tar Pit s etc. then you should add them, but some duals are expensive, and they aren't really needed (good to have though.) This may seem like lots of changes to the deck, but all I'm doing (or at least trying to do), is make the deck more consistent and add in more of the cards that are just a bit better at their job than the others. This deck feels like it could be very fun, but you just need to optimise all of the parts.

Jlyons44 on Nekusar and Friends

1 day ago

I like your set up, great for a budget. Look into swapping in some different lands that can give you a boost. Ditch Lonely Sandbar and Forgotten Cave , other great lands to have: Temple of the False God , Bojuka Bog , Vivid Creek , Vivid Crag , Vivid Marsh , Halimar Depths , Jwar Isle Refuge , Akoum Refuge . They're all inexpensive and have useful abilities. There's a few expensive ones that are $12 a piece like the shocks Watery Grave , Steam Vents , Blood Crypt , also Mikokoro, Center of the Sea gives an extra draw ability, they're worth a look.

WGeorgeW on Gods!!!!!!

1 day ago

Fixing:

Godless Shrine

Overgrown Tomb

Breeding Pool

Steam Vents

Hallowed Fountain

Blood Crypt

Temple Garden

Watery Grave

Sacred Foundry

Stomping Ground

Devotion enablers:

Rakdos Shred-Freak

Frostburn Weird

Deathrite Shaman

Dryad Militant

Burning-Tree Emissary

Judge's Familiar

Deathcult Rogue

Vassal Soul

Golgari Longlegs

Merfolk of the Depths

You need serious fixing if your playing all 5 colours. also, since your devoted to all the gods, why not play cards that give devotion to several?Golgari Longlegs might not seem that impressive on its own, but it offers two devotion to:

1/ Nylea

2/ Erebos

3/ karametra

4/ Ephara

5/ Kruphix

6/ Phenax

7/ Mogis

8/ Xenagos

Not to mention the fact it gives 4 devotion to Pharika on its own. Basicly anything with split costs should be in here. It's also worth pointing out that they'll be a lot more manageable to cast.

BoldlyTheyRode on Esper Control (Prototype)

2 days ago

The 3 Detention Sphere s was just a temporary thing, although I'm not certain about adding downfalls, perhaps if I could get my hands on 2 Watery Grave s?

nickiru on 2014-04-22 update of True Land ...

2 days ago

Yah the damage is quite extensive when I play test it. I am still messing with ratios to minimize the damage. But, if I can get the draws that I want consistently enough, then I don't care about taking a bunch of damage. I am mana ramping at the same time so I can get big stuff like Deus of Calamity to protect me from little critters.

It depends on how consistant I can get turn 2 lando and ld thereafter. If I deem the life loss or sacrificing end game too much is not worth it, then I'll back track; ridding of Nettlevine Blight and other large things that stretch my colorful economy.

Currently I am not using Watery Grave and Blood Crypt because your right, it decreases deck constancy. It comes back to my necessity for green, so I'm currently sticking with Breeding Pool , Stomping Ground , and Overgrown Tomb ; as they all have green for when I get them in my starting hand.

I am liking Tamiyo, the Moon Sage ...just putting that out there...

What I think will end up happening is that I will pick a third color, which is aside from red and green, and focus. That third color is bouncing between blue and black. (I have also considered Helldozer but you know, serious black demand.

KingSorin on 2014-04-22 update of True Land ...

2 days ago

The problem with boom/bust is it doesn't work well with Utopia Sprawl . Nettlevine Blight is like Progenitor Mimic , it's a win-more. Most modern decks only run 22-ish lands, so blowing up 3 will generally seal the game. Also: the more colours you add, the more damage you will be taking from fetch lands, as if you need very on-colour plays such as turn 1 Birds of Paradise into turn 2 Molten Rain , that's at least 4 damage that you're taking to reliably get that play. Adding in a double-black requirement means you will need to devote slots to Overgrown Tomb s, Watery Grave s and Blood Crypt s, which will take away from the consistency of the deck. Why not just run Tamiyo, the Moon Sage if you want something to seal the game. It only costs 5, and can be used to stop already-present threats and also to lock down a land. It also can be used to re-fill your hand in a bad spot, and its emblem will mean with 1 land-killer you've essentially won.

TCGPlayer.com Price

Low Avg High Foil
$9.0 $11.29 $18.99 $33.24
Color(s) B, U
Cost
Converted cost 0
Avg. draft pick 2.41
Avg. cube pick 9.07

Legality

Format Legality
Standard Legal
Extended Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal

Printings View all

Set Rarity
Gatecrash Rare
Ravnica: City of Guilds Rare

Combos