Watery Grave


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Zendikar Expeditions Mythic Rare
Gatecrash Rare
Ravnica: City of Guilds Rare

Combos Browse all

Watery Grave

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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Cardhoarder (MTGO)

2.0 TIX $5.77 Foil


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Watery Grave Discussion

Simon_Williamson on Fevered Visions madness

1 day ago

Polluted Delta, Flooded Strand, Bloodstained Mire, Steam Vents, Blood Crypt, Watery Grave, Sulfur Falls, Spirebluff Canal, & Darkslick Shores is a good mana base if you can afford it.

I won't tell you how to put in your lands though, your judgement is better than mine.

KylerStar on Together We Stand

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

Wizno on Oh Look, Zombies

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.

I would add in Risen Executioner and Mikaeus, the Unhallowed because you can never have too many lords.

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:

Lich Lord of Unx
Fatestitcher (combos well with Grimgrin)
Noosegraf Mob
Geth, Lord of the Vault Gray Merchant of Asphodel (can be a win-con by himself)
Sidisi, Undead Vizier

Overseer of the Damned is quite good but I think Kalitas, Traitor of Ghet is just better. It deals with threats permanently, gives you another sac outlet, and lifelink always helps in black.

Havengul Runebinder has some helping qualities but exiling things hurts zombies bad. Might I suggest Havengul Lich instead?

Prized Amalgam is amazing and definitely needs to be in the deck. I will usually tutor up him, Gravecrawler, and Scourge of Nel Toth with Buried Alive which is always fun.

Entomb and Army of the Damned are two big zombie/graveyard spells your missing out on!

Ashnod's Altar or Phyrexian Altar would be stronger mana rocks than the clue stone and let you do infinite things with Grimgrin, Gravecrawler, and Rooftop Storm.

Grimoire of the Dead is essentially a zombie artifact as is Nim Deathmantle and I think both are worth considering.

The last suggestion I have would be to tweak your manabase as $ allows. Some high priority lands to toss in would be:

Urborg, Tomb of Yawgmoth (just dumb with Zombie Master)
Sunken Ruins
Sunken Hollow
Choked EstuaryWatery Grave
Tainted Isle
Bojuka Bog
Crypt of Agadeem
Unholy Grotto

I know this is a lot of info so please use what you like and gloss over what you don't. Good luck!

TEGHabibird on

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

1 island

1 plains

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

wolfhead on

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

Benmtgmage on

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.

Benmtgmage on

2 weeks ago

Drowned Catacomb, Polluted Delta, and Watery Grave are all great.

wisegreenbean on wisegreenbean

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.

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