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
7 hours ago
I have had some ideas for new legendary lands, so here are the results of my design and development:
Fire-Breathing Fortress Show
Fire-Breathing fortress enters the battlefield tapped.
, add to your mana pool.
, : fire-breathing fortress deals X damage to target creature or player.
Pit of Despair Show
Pit of Despair enters the battlefield tapped.
: add to your mana pool.
, : target player puts the top X cards of his or her library into his or her graveyard.
Tower of Rubble Show
Tower of Rubble enters the battlefield tapped.
: add to your mana pool.
, : destroy target permanent.
All of these lands enter the battlefield tapped, to prevent their abilities from being used immediately, since they are powerful abilities.
Zirconia, the Crystal Palace Show
Zirconia, the Crystal Palace enters the battlefield tapped unless you control lands with three or more basic land types.
: add one mana of any color to your mana pool.
What does everyone else have to say about this lands? How well did I do with them? Are their abilities fairly costed, I hope?
6 days ago
It would really best not to build the deck for you, but an example idea, focusing on mill is below. Cut the following cards:
2x Consuming Aberration
4x Duskmantle Guildmage
4x Grand Architect
4x Invisible Stalker
4x Jace's Phantasm
4x Treasure Mage 4x Surgical Extraction2x Elbrus, the Binding Blade
That is 24 cards to cut. Add the following:
A few changes to the manabase:
- Remove 4 evolving wilds, 5 swamp, 2 island;
- Add + 4 Polluted Delta, + 2 Bloodstained Mire, + 2 Flooded Strand, + 3 Watery Grave. Final manabase look should be:
3 watery grave
4 darkslick shores
4 polluted delta
2 bloodstained mire
2 flooded strand
1 week ago
For the spells, I would suggest Mesmeric Orb, and a few Snapcaster Mages (primarily to flashback Glimpse the Unthinkable and Thought Scour). Jace's Erasure and Codex Shredder would be my main suggesttions to change here.
But my biggest suggestion is that you change the sideboard, to not just be an extention of your main deck. You could play cards like Dispel, Hurkyl's Recall, Surgical Extraction (which can also easily be mained), Nihil Spellbomb and Drown in Sorrow to deal with spicific strategies post-board.
there is not a matchup where you would want to side mill out for other mill cards, more than you would want to side in cards to disrupt that strategy.
1 week ago
Well you can run it with no Verdant Catacombs which would give you 8 fetches to 12 lands. With running 2x Life from the Loam, you stand a fairly good chance at being able to dredge/draw into it and retrieve fetches to replay them, and be likely happy with that.
The slight problem with this strategy is going from having Life from the Loam as a backup to help you win to relying more on it as being needed to win. Percentage-wise, it's not a huge difference, but this deck relies on being able to consistently dredge and play out creatures. Putting a bit more reliance on Life from the Loam puts you back a half-a-turn to a turn on the aggression which slows the swarm strategy down and can allow an opponent to stabilize. Verdant Catacombs is a bit pricey (though a solid investment), so if you already have access to Misty Rainforest, you could run that instead which would let you fetch 5 of the shocks and still be able to fix on black mana via Overgrown Tomb or Watery Grave.
1 week ago
Solid list! I really like it. The only card in here that I don't think belongs is Sunken Hollow, given it will almost always enter the battlefield tapped. I'd add 1 more fetch land in its place.
As I think about it, your manabase seems to put way too much focus on green for the deck, given you have UUU and BB costs, but never more than single green, with Thrun from the sideboard being the only exception, and an irrelevant one since you don't mind manabase pain in the matchups you side it in.
I'd drop Flooded Grove for Sunken Ruins to get more relevant color fixing. Then I'd drop 1 Overgrown Tomb for 1 more Watery Grave, which I think is the most important shock in the deck. Finally, I'd drop 1 Forest for an 8th fetchland, assuming you add a 7th in place of Sunken Hollow.
Awesome deck! Do you own it in paper? How has it been performing for you?
1 week ago
Hey ApocTroll, love the dredge deck. As far as the manabase, I've been playing around with a similar build, and while it doesn't feel good to take all the pings and shocks (typically beat self down to 17-12 life), I've found that running with the manabase in my take on 4 colors, it's really worked out. Running 20 lands with 10 of them being fetches helps thin the deck for dredging and fix on the 4 colors. Currently it's running:
2x Blood Crypt
4x Bloodstained Mire
1x Breeding Pool (could be basic mountatin)
2x Overgrown Tomb
4x Polluted Delta
2x Steam Vents (1x could be basic island)
1x Stomping Ground (could be basic forest)
2x Verdant Catacombs
1x Watery Grave (could be Verdant Catacombs #3)
2 weeks ago
Short list of wants includes:
3x Arid Mesa
4x Abrupt Decay
1x Blood Moon
4x Marsh Flats
3x Spell Snare
4x Urza's Mine
4x Urza's Tower
1x Vapor Snag
4x Watery Grave
If trading for modern, I can put more value in your favor. Given refs, I'm probably sending first and I'm fine with. (Priority with tracking).
2 weeks ago
Polluted Delta fetch in enemy turn with River of Tears is awkward. It took me a time to get this yeah maybe then cut all 4 river for delta but the downsides of fetches and shocklands are that you lose life + you lose life of Bitterblossom + you lose life of Thoughtseize.
Burn player starts to smile >:)
I don't know which is better:
You don't play fetches and shocks, you play river and glen instead -> you don't lose life -> better aggro match up
You play fetches and shocks -> You lose extra life but thins out your deck -> better control/combo match up
In my current land setup I nearly always play Watery Grave tapped and save my life if I can.