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

brokendwarf on rockleemyhero

9 hours ago

Yes, you do. Alright, here's my first offer:

Grim Monolith for 1 Goblin Guide and Watery Grave

ToolmasterOfBrainerd on Black Rack Storm

11 hours ago

Undoubtedly the best land is Underground Sea, but it's expensive. Darkslick Shores is surprisingly decent in Vintage. Since you're only in 2 colors, fetch lands are less necessary, although still worthwhile if you can afford them. Watery Grave takes life, but at least comes in untapped.

Without power, I'd probably make the switch to Legacy. I don't know how much you lose (a lot of the restricted cards are banned, but you get to play 4 Brainstorm and 4 Ponder), but it would likely be better than trying to play budget vintage.

Oh yeah. If you switch to Legacy, you can probably keep this mono-B since if you play blue, you have to have Force of Will, but without blue you can still be viable in Legacy.

ZamielTheGrey on My World, My Faith, My Esper

3 days ago

Syncopate is awfull. If you spend 1 for X, Mana Leak is strictly better. If you spend more than 1, Calculated Dismissal, Hinder and Render Silent are far better. The guy who told you to add them is clueless.

Look up "esper draw-go" for ideas. With that said:

+Esper Charm

+Anguished Unmaking

+Countersquall

Consider Ancestral Vision

Idk if you are not using fetch lands like Flooded Strand for budget, but they can fetch shock lands like Watery Grave in addition to basics. Using fetches with about 2x basics each color and only 1-2 of shock lands lets you choose what you need in the moment. Consider throwing in fastlands like Seachrome Coast instead of cut shock lands.

ToolmasterOfBrainerd on Goryo and the Brain

3 days ago

I'd change up the manabase a bit. How often do you get to 4 lands? Fast lands have a lot of potential to just be ABUR duals in here.

Start with 3 Polluted Delta, 3 Bloodstained Mire, 1 Blood Crypt, 1 Watery Grave, and 1 Steam Vents. Then add 1 Island, 1 Swamp, and 1 Mountain. Finally, 3 Blackcleave Cliffs and 3 Darkslick Shores should round it out. With that manabase, if you find that you aren't getting your color fixing often enough, then cut 1 Blackcleave Cliffs and 1 Darkslick Shores for 1 more Polluted Delta and 1 more Bloodstained Mire.

ToolmasterOfBrainerd on 2016-04-25 update of T(GM)ITI (Budget/OG)

4 days ago

Glad I could help! I almost wonder if this should be playing Gifts Ungiven. Hmmm. Godless Shrine (1-of in the deck), Life from the Loam, The Gitrog Monster, Unburial Rites sounds like a powerful package to me and it allows you to only play 1 Life from the Loam in here. Not convinced though, since Gifts is also a different deck altogether, and in many regards just getting Unburial Rites and Iona, Shield of Emeria is just better.

As for ramp, Birds of Paradise allows you to curve better, while Sylvan Caryatid matches the deck's playstyle much better. On second thought, however, ramp is appealing, but likely doesn't belong.

Competitive version should start as something like this:

3 Thing in the Ice  Flip

4 Tarmogoyf

2 Snapcaster Mage

3 The Gitrog Monster

1 Thragtusk

3 Abrupt Decay

3 Mana Leak

2 Remand

3 Inquisition of Kozilek

1 Thoughtseize

4 Serum Visions

4 Thought Scour

3 Life from the Loam

3 Ghost Quarter

2 Tectonic Edge

1 Swamp

1 Forest

1 Island

2 Overgrown Tomb

1 Watery Grave

1 Breeding Pool

2 Creeping Tar Pit

2 Darkslick Shores

4 Verdant Catacombs

4 Polluted Delta


For the sideboard, here's what I'm anticipating:

1 Dispel

1 Duress

3 Liliana of the Veil

2 Nature's Claim

3 Disfigure

2 Damnation

2 Spellskite

1 Scavenging Ooze

acht_deck_manager on It's Only Mostly Dead (help)

5 days ago

Cultivate and Kodama's Reach should be automatic for a deck like this to help ramp. Others like Farseek aren't bad either. Consider playing these in place of your creatures that tap for mana as an easy swapping point.

I'd consider ditching some of the cards like Blue Sun's Zenith since your commander already can do a lot of drawing for you. Also, his abilities will make cards like Brainstorm less effective late game because you're betting off playing as much of your hand as you can and restocking on your next turn.

With all the draw you get from Damia, cards like Exploration or Oracle of Mul Daya can help you dump even more lands per turn.

If you need to beef up control, think about cards like Curse of the Swine, Cyclonic Rift, Wash Out

I agree with the other comment that you probably need to increase land count - also, from my experiences, cards like Dimir Aqueduct seem great, but really put you behind in your land drops / curve without some of the other effects and are all the more punishing if someone in you group can take them out. Consider cards like Drowned Catacomb, Temple of Deceit, and Temple of Mystery as low-cost improvements to your lands that enter tapped. Also think about Temple of the False God since you will likely be able to keep land drops up once you get commander on-line. Sunken Hollow, Overgrown Tomb, Watery Grave, and Breeding Pool are high end improvements if you add mana ramp via fetch spells mentioned above.

I would say that you may also want to pick some mechanic or effect and better align your deck behind it. It looks like you've got some graveyard recursion, some control (steal, destroy, etc.), some token generation, some counter, some sacrifice, etc. I guess by that I mean it'd be unclear to me what your end game is, and I think you'll find the deck may play very inconsistently unless you're lucky at finding the one or two right things you need at the right time.

I will say with Damia as a commander, cards like Loaming Shaman or Time Reversal can be great to have for reloading your library if you can structure the deck such that you're firing off a fair chunk of your hand each turn and maximizing your commander's utility.

There are certainly cards in here that might be way too costly / out of place without ways to reliably cheat them in to play or have stronger mana ramp. Examples would be Ulamog, the Ceaseless Hunger, Rise of the Dark Realms (not enough mill opponent effect to ensure this one pays out), In Garruk's Wake (comes in to play way too late, doesn't gain you much if anyone else can return the wipe), Void Winnower (this will just eat someone's hate, likely someone will have a response by the time you get it out), and Time Stretch. Alternatively, if you want to keep these in, consider cards like Tooth and Nail to reliably punch out those winning combinations of creatures. For the other ones, when I am looking at that kind of costing I usually have an Omniscience to offset the punishing costs of those high-end spells

Other cards that maybe seem out of place to me: Lazav, Dimir Mastermind (not enough mill) and Silumgar, the Drifting Death (not enough dragons to make him shine, a 3/7 body otherwise isn't the most impressive for that CMC). Something like Wrexial, the Risen Deep might provide more utility and has some evasion.

All that said, this is just one person's opinion and overall I think you have a deck that would be fun to play. Hope you can find something in all of this that makes it better, but feel free to totally disregard it as well. Good luck and happy hunting!

Rusty_Shackleford on Cruel Jeskai

6 days ago

Cruel Ultimatum is a terrific card, but fits more into a control shell than a tempo deck such as this. This deck wants a playset of Polluted Delta, and probably done mix of Bloodstained Mire/Scalding Tarn. Crumbling Necropolis, Smoldering Marsh, Sunken Hollow and Temple of Deceit seem like cuts-- you don't want your lands coming into play tapped. Classic shocks like Watery Grave and Steam Vents would be more appropriate in a deck like this. A couple of check lands such as Drowned Catacomb and Sulfur Falls would be ok since you're likely going to hit one of the appropriate basics. You also might consider adding cheap spells like Forked Bolt and Lightning Bolt to clear blockers and activate Prowess. Finally, you might want to cut some of the more expensive spells, as well as a couple lands, and then add some cheap cantrips--again, to fuel Prowess and flip Delver of Secrets  Flip.

Tethys on Ghosts....we need more ghosts!

6 days ago

This deck is great except for the mana base. It's always a mistake to run a bunch of check lands when fewer than half of your lands actually meet the check criteria. Shown below is what I think would be a solid start towards making the mana base for this deck consistently functional:

-1 Drowned Catacomb, +1 Watery Grave
-1 Isolated Chapel, +1 Godless Shrine
-1 Swamp, +1 Hallowed Fountain

Even though it's only three land, this change should significantly reduce your chances of being required to play a land tapped (which could put you at a huge disadvantage in certain circumstances), while also slightly improving mana-fixing, and adjusting the mana ratio to be more in line with the needs of the deck. It also sets you up for fetches if you ever want to spend stupid amounts of money to make a truly infallible mana base.

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Legality

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

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