Land — Island Swamp
(: Add or 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
1 day ago
I won't tell you how to put in your lands though, your judgement is better than mine.
1 week ago
Why no Watery Grave? First three time I playtest I get a blue or black fetch, and B/U is the land I need to fetch for. xc
1 week ago
Hi there! I am definitely digging the zombie deck and think you've got a potent deck built currently however, I have a few tips/suggestions based on my own experience with the undead. I'm not sure what your budget is but feel free to disregard any suggestions based on price.
While on point for flavor, I've found that Stitcher Geralf isn't really that great compared to his sister so I would cut him in favor of another zombie.
Other big zombies to consider are:
The last suggestion I have would be to tweak your manabase as $ allows. Some high priority lands to toss in would be:
I know this is a lot of info so please use what you like and gloss over what you don't. Good luck!
2 weeks ago
Adding Snapcaster Mage allows you to open up alot more lines when Gifting for something that isnt the rites+fatty combo.
It would allow you to only have to run 2 wrath effects to still guarantee you can get it if needed.
You definitely need at least 2 different kinds of spot removal (plus a snapcaster mage, again allows you to stack your piles so you always get what you want), I'd recommend Dismember and in line with that, change your talisman for the black blue one Talisman of Dominance and swap a hallowed fountain for a Watery Grave. Not only does this allow you to cast dismember for 1 life instead of 4, it also lets you hard cast unburial rites if you need to, but cant discard it.
Vapor Snag is a fair piece of early tempo that can help deal with creature based combos like kiki-angel and melira finks and give you an extra turn to set up.
I'd then also recommend having at least 2 Flooded Strand. Combined with the coasts, and maps, you have access to all your colours ASAP. My specific layout for coloured mana in my paper deck is (12 coloured lands + 12 urza lands)
1 hallowed fountain
1 watery grave
2 flooded strand
3 seachrome coast
3 celestial colonnade
4 remand is also probably the best route. I find that just keeping your opponent off of a threat for one turn is usually enough to be in a position where their threat doesnt matter anymore
2 weeks ago
since you say non-budget and it looks like creeping tar pit is your win condition,
i dont hate having a lot of mainboard Damnation. then you can even run some Faerie Conclaves and Bitterblossoms
for the manabase, you got Polluted Delta, Watery Grave, Sunken Ruins, Underground River,
Sunken Hollow if you run a lot of basics,
and even Temple of Deceit, though you already have a lot of tapped landsyou can also go for more fetches with Scalding Tarn, Bloodstained Mire, Flooded Strand ect
2 weeks ago
Definitely four Polluted Delta, maybe a Drowned Catacomb, although there not that important, you cant find them with Polluted Delta and maybe a Watery Grave or two or three depending on your price range. But first things first Wurmlover, it's all about the fetch, so you must have Polluted Delta, and maybe even some Scalding Tarns or Bloodstained Mires just to thin out the cards in your deck, depending on your price, but I would shove a little under ten fetch lands in there, plus you could also use them for other decks, there just all around good.
2 weeks ago
Polluted Delta is a fetchland. 90% of competitive modern decks and literally all competitive multicolor modern decks use fetchlands. This is for several reasons; for one, because it can fetch for any color of mana, by using fetchlands in conjunction with cards like Overgrown Tomb, Breeding Pool, Watery Grave, and so on(these are shocklands), because you will note the polluted delta can tutor for an island or swamp, and these shocklands contain at least one of those basic land subtypes. In this way you can get the exact combination of mana you need; perfect fixing. You can also get basic islands and swamps if you want conserve life.
It is also important because of a concept called "deck thinning". For each land you remove from your deck by putting it on the battlefield for you, it is one less land you might draw. Drawing too many lands can be lethal, and this alleviates that issue.
Those two reasons are why they are ubiquitous in modern. It is also doubly important in your deck in particular: please note, land is a type, and therefore helps to turn on delirium. Extra lands in your graveyard can also be used to fuel delve cards.
So yeah, you want fetchlands. They are the most powerful lands printed in a very, very long time, and especially good for you. Unfortunately, often the greatest barrier to modern is buying a respectable modern landbase. Tournament quality landbases in multiplayer involve lots of shocklands, around $7-13 each, and a lot of fetchlands, between $10-90. It depends on the colors.