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
21 hours ago
I don't know what you mean by Dimir, but I assure you it doesn't exist.
I would suggest just using something like Murder over Reave Soul. It costs one more Black but it's at instant speed and doesn't have a power limit.It may be worth considering Beacon of Unrest over Necromantic Summons since it would also allow you to snag some artifacts.Perhaps also swapping out maybe a couple of your swamps with a Dimir land like Drowned Catacomb or Watery Grave since you never quite know when you'll need blue.
Also remember that Dimir's mill game is super strong. Cards like Mind Funeral and Glimpse the Unthinkable both can wreck the enemies deck for cheap, especially if you bring it back with cards like Snapcaster Mage
And, as with any blue deck, putting in 1 or 2 counters like Mana Leak wouldn't hurt.
Hope it helps, maybe if nothing else it's something for your sideboard.
1 day ago
Every single midrange/control deck will benefit from fetchable lands that do not shock you. I will be playing 2 or more of those in my faeries list for sure, even though I already have 3 Watery Grave.
2 days ago
Get rid of all of the instants, sorceries and enchantments except for Hero's Downfall.
Also, your lands need some work. The 3-of Cavern of Souls looks good. 2-4 Mutavault would do some work. Get 4 Polluted Delta, and 4 Watery Grave. The rest, you can fill with basics or more fetchlands.
2 days ago
2 days ago
I am looking for an assortment of the following shock lands to get closer to finishing my cube:
1x Blood Crypt
1x Watery Grave
2 days ago
As far as non-budget lands go, you could do with upgrading slightly, when you have the chance. Possible upgrades include:
- Polluted Delta
- Watery Grave
- Ghost Quarter or Tectonic Edge (to fight decks like Amulet Bloom, Tron, or UW control with their Celestial Colonnades).
- Creeping Tar Pit
- Darkslick Shores
Obviously, including all of them would be expensive, but you can expand the manabase slowly as you get time - a pair of Ghost Quarters would be relatively cheap to acquire and will shore up many poor/unwinnable matches.
Other lands to consider include:
- Halimar Depths (if you add some way to recurse the ability - e.g. Deprive)
- Bojuka Bog (probably not maindeck unless you expect it to be incredibly relevant, but still worth considering in the sideboard).
You also need a sideboard. Cards I would consider including are:
- Dispel - Will help during counter wars.
- Annul - Will help vs. both Twin and Affinity
- Hurkyl's Recall - Affinity hoser
- Relic of Progenitus, Tormod's Crypt, Nihil Spellbomb or Bojuka Bog - Graveyard hosers, in preference from first to last. Practically necessary as at least a 3-of, unless you run some mainboard graveyard hate.
- Go for the Throat / Doom Blade / Terror / Disfigure - Worth considering if you feel you need more removal for early threats.
- Bile Blight / Echoing Truth - Good vs. token strategies, and both have good applications outside of it (e.g. bouncing a Scavenging Ooze with lots of counters on it, or an Arcbound Ravager when it's the only artifact creature left on the board, etc).
- Pithing Needle - Shuts down so many decks, and can be played on fetchlands if necessary. Such a versatile card.
- Ratchet Bomb - a Poor Man's Engineered Explosives, but also arguably better in a two colour deck against many threats (as it can hit Liliana of the Veil etc). Also good vs. tokens and relatively decent vs. difficult matchups like Boggles.
Overall, the deck construction looks pretty decent, but I worry that you might flood with 3cmc creatures with a sword in hand and won't be able to keep up counter mana often. Consider swapping out Dissolve for Spell Pierce or more preferably, Spell Snare to make it so you only need four mana to play a Spectre with mana open, rather than five.
I'd seriously consider testing with Rune Snag, and Think Twice. Think Twice is about getting the best use of your mana over multiple turns and eeking out slow and incremental card advantage, but if your main plan works, I would think that it's not necessary - you ought to have hit them for so much discard in the first 4-6 turns that the slow and incremental advantage shouldn't be necessary.
Instead, I would advocate considering a simple cantrip. Premier cantrips include:
- Gitaxian Probe - good in the control mirror and can be played for free. Runs at sorcery speed, making it slightly worse with counterspells.
- Serum Visions - The best cantrip, but runs the problem of again being at sorcery speed.
- Peek - The instant speed Gitaxian Probe. Useful, but not amazing.
- Thought Scour - Only run with Rune Snag, as there is no other point to it over something like Peek.
If you want to keep your incremental card advantage, may I suggest splashing white for a relatively cheap card that could replace Think Twice, and also double into your control/discard strategy with one of the few instant speed discard effects ever printed - Esper Charm.
Esper Charm lets you keep your mana open for counterspells on their turn, can force them to discard 2 in their draw step, emptying their hand before they get the chance to play anything at non-instant speed, or at a push, can be used against a particularly difficult enchantment.
Splashing white also gives you access to cards like Path to Exile, which would let you run a more aggressive control game, but make the Mana Leak and Rune Snag plays marginally worse, so doing that would be purely a judgement call, however Esper Charm is so good that it's difficult to not suggest it over Think Twice.
3 days ago
I singled that one out intentionally, although I could have made it clearer why.
Blue and green are the most important colors in the deck. I'd want to be able to run a third Tropical Island, but the other two duals are not as important. Between Underground Sea, Bayou, Watery Grave, and Overgrown Tomb, any demand for /X duals is satisfied. I wouldn't need to run additional /X duals if they're likely to come in tapped, even if they're fetchable. is the only pair of the three that I'd make an exception for, and only for the niche purpose I described above (although playing it tapped isn't terrible if I have an Exploration effect and another land to make up for using a land play on a tap land).
5 days ago
Tonight I got my first real life turn two win! My opening hand was Bloodstained Mire, Watery Grave, Steam Vents, Waste Not, Sol Ring, Dark Ritual, and Gamble. My first draw was Doomsday. My turn 1 was Steam Vents and I played Gamble for Wheel of Fortune. Gamble got me to discard Bloodstained Mire. Turn 2, Watery Grave, Dark Ritual, Sol Ring, Waste Not, tap Steam Vents play Wheel of Fortune. My three friends combined discard 7 creatures, 6 lands, and a whopping 9 "others". The additional 9 cards I got to draw gave me new mana rocks and Ad Nauseam. I give the win to the raw power of Waste Not.
|Commander / EDH||Legal|
Printings View all
|Ravnica: City of Guilds||Rare|