Watery Grave

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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Watery Grave Discussion

ecmmyers on H3llfir369

11 minutes ago


Just posting here to avoid clutter on the Welcome to the Undercity page.

If a person wanted to build control/ Steal Lazav like mine, although not necessarily beholden to my roleplay restriction, I would say that the deck would have three priorities.

First is the mana base. Lazav is incredibly color intensive. You want to minimize the ETB tapped lands, and any lands that produce colorless mana only. Chromatic Lantern helps a lot (and it mentions Dimir!). Lands like Drowned Catacomb, Tainted Isle, Watery Grave are of paramount importance if you want to get Lazav out turn 4-5. I have managed a turn 3 Lazav with three lands and a Dimir Signet in the opener. Staying ahead of the curve with mana (and cards) is important if you want to run a more proactive game plan.

Second is the Control elements. You will need kill spells/ wipes. These also need a secondary condition of lots of card draw to replenish the spells you lose just trying to enforce board parity. Wipes like Black Sun's Zenith, Toxic Deluge which take care of flyers (can be a major weakness in UB control) and especially tokens. A few spells worth mentioning for control are things like Reality Shift (exile), Hero's Downfall (Walkers), and Cyclonic Rift/Into the Roil (enchantments and artifacts) are generally 1-for-1 stuff that necessitate the draw suite.

COunterspells can be vital, too for this section. However, I caution that you never spend any more than 2 (and in rare cases 3) mana for your counter effects. To do otherwise is to risk losing too much cards advantage in 1-1 trades at a multiplayer table. Reserve those counters for things that you can't deal with through kill spells (e.g. artifacts or enchants)

Other control stuff keep opposing armies at bay, either by force (Silent Arbiter/Crawlspace), taxation (Propaganda), or by "rattlesnaking" (Baleful Strix/Riddlekeeper).

The third component is boardstate development. This is the most logical place to keep either combat-based wincons or an outlet for your steal theme. As you fill the graveyard with discard/ wipes/ Murder effects, you can steal the creatures in the yard for discounted prices. For this you want effects like Dance of the Dead, Animate Dead, Extract from Darkness, Sepulchral Primordial, etc.

The reason this third category is important is that you don't want to waste resources both on control and on playing creatures for normal cost. If you can ever get something for cheaper (say Briberying an enemy Blightsteel Colossus), then that is a win for you. If you don't keep blockers and rattlesnakes around, then you will surely get killed.

Mill is, of course, an optional route for ensuring you have cards worth stealing. As I see it it is more of a catalyst for victory than an actual wincon. I personally like mill, though I recognize its inefficiency. That is why I generally only use mill that hits the whole table, and I ignore single target effects unless they provide substantial advantage. Not everyone needs to mill in a Lazav deck. Others make use of Discard Lazav for other very effective ways of triggering him.

GeeksterPlays on Angels of Esper (in the making)

10 hours ago

Hi, I have quite a bit of suggestion here, hope that's OK!

First off, the deck has way too many 1-off's. You need to decide what you best things are, and play multiple copies of them. The deck will have no consistency or synergy if you don't have reliable draws into things you need, and in Modern format a lot of decks look to end the game by turn 5/6 latest. If you want to play angels effectively, you need to have ways to either stall the game, or cheat them into play early.


Fog Bank is strong early game, use 4 of them to help ensure you get them asap.

Thunderclap Wyvern, also 4 of them, as you can play it in your opponent's turn, holding mana open for a counterspell if needed instead.

Deathpact Angel and Filigree Angel are fine as a 1-of as they are high in mana cost.

I'd put in 2 Angel of Serenity also, it's ability is really good as you can get things back from your own graveyard if needs be, for now keep the 2 Indomitable Archangel as a 4/4 flyer for 4 mana is good value.

That's 10 creatures, which is pretty much enough if you're looking to be a control deck as aside from a protective fog bank or a flashed in Wyven you won't want to draw or play creatures until turn 7-8 earliest ayway.


Pacifism and Oblivion Ring are the only ones worth keeping here; again, 4 of each as they are your protection to keep you alive during the earlier game.


Keep the Divination as a 3-of, lose the rest. Probably want at least 4 copies of either Day of Judgment or Supreme Verdict so you can wipe out decks making lots of tokens like goblin, thopters etc.


This is where you real control comes in, so you need counterspells mainly. Remand, Dissolve, Mana Leak are your best options I think. 4 of each!


Artifacts are not really useful here. You could try Quicksilver Amulet if you want to increase the amount of creatures and get Angels out earlier with less control elements for the earlier game, but I think it would be less reliable as if you don't hit the amulet then you'll die without much to do before turn 6.


Playing 3 colours requires a lot of mana fixing to ensure you hit the colours you need, in the order you need them. Fetchlands like Polluted Delta and Flooded Strand let you go through your deck to find Hallowed Fountain or Watery Grave (or their newer, slightly cheaper brothers Prairie Stream and Sunken Hollow). Caves of Koilos could also be useful as an untapped source of either colour. Temple of Enlightenment, Temple of Deceit and Temple of Silence also help as they offer a Scry 1 when they enter. I'll run numbers for you later, once you've got the actual permanents in the deck you need as the manabase colour balance will depend on how much of each colour you need, and how early in the game (e.g. you may not need Swamp mana until later in the game, so we can run less black sources).

JWiley129 on Why a Bloodstained Mire in ...

2 days ago

Morophla - Nope, the fetchlands say that they can grab a land with basic land type A or B. So Bloodstained Mire can grab any of the following lands: Cinder Glade, Smoldering Marsh, Sunken Hollow, Watery Grave, Blood Crypt, Godless Shrine, Overgrown Tomb, Stomping Ground, Steam Vents, Sacred Foundry, and the appropriate ABUR duals.

Babuchas3000 on Ingest Until They Pop

4 days ago

Is a fine deck, but for you to know, Hallowed Fountain and Watery Grave are NOT standard legal. +1

Excile2127 on Budget grixis control

5 days ago

Yeah, sorry but I made a mistake with Brain storm. It isn't legal. For the other stuff, the 2 good ones for this deck are Watery Grave and Pithing Needle.

Excile2127 on Budget grixis control

5 days ago

There are several things you need to change if you want to win AND have a cheap deck. Since your going budget, use Pain Lands (Watery Grave, Steam Vents, and Blood Crypt) instead of your fetch lands.They cost much less but are still usable. If you still want to use fetch lands, you NEED Brainstorm. I am not going to tell you why, just look it up on a forum. Another thing I noticed is some of your spells are only good against one deck type. For example, Surgical Extraction is only good against Graveyard decks or if you have a ton of discard effects. Another such card is Doom Blade, it only hits ~4/5 creatures. You need cards that are universally good. Here are cards you should KEEP, cut the rest: Grixis Charm, Lightning Bolt, Terminate (add one more), and Cruel Ultimatum. Before you add any other cards, you need to establish a Win Condition (something that lets you win the game) first. Cruel Ultimatum is good, but won't win the game outright. Use cards like: Delver of Secrets  Flip and Tasigur, the Golden Fang. These are cheap and powerful. Find more cards like those, I am not going to list them all out. After you've done that, add a mix of: Mana Leak, Rune Snag, Infest (or another cheap board-wipe), Hero's Downfall, Go for the Throat, Dreadbore, Serum Visions, Sleight of Hand, Thoughtseize (budget Duress and Despise), Inquisition of Kozilek, Into the Roil, and Cyclonic Rift. I could go on all day. Find good cards like these by doing some research. Unless you want to copy another deck, you have to put in some effort. Finally, add a sideboard to deal with threats you have a tough time against or to replace dead cards (a dead card would be a board-wipe against a deck with no creatures). For Splinter Twin decks (look it up), add Pithing Needle, for Graveyard use Nihil Spellbomb, etc. Good luck.

LordOfDispair on BUG Ramp Help Welcome

6 days ago

Land base is solid, but will end up having you pay more life than you might want. I would switch out 4x Watery Grave for 2x Breeding Pool and 2x Forest. In addition I would remove 2x Overgrown Tomb as well for 2 forests. This should allow you to pay less life without weakening your mana base too much, since green is really the only color you need early in the game.

While the removal sentiment is a good one, Sever the Bloodline is overpriced and unflexible. If you're looking for something not tough on your mana base, I would try any of the following:

Go for the Throat

Ultimate Price

Doom Blade

You happen to be in arguably the best colors for removal. If you're willing to invest, Abrupt Decay and Maelstrom Pulse are great options. Putrefy and Sultai Charm are good options if you're looking on the cheaper end of multicolored removal.

While this deck looks fun, Death's Presence is just too slow for just about any deck. Even if you ramp into it, its a 6 mana investment that probably won't help you in convenient ways if you don't run sacrifice.

Ryotenchi on U/W Tokens Modern

6 days ago

At least one Watery Grave to take proper advantage of your Lingering Souls?

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