Watery Grave

Watery Grave

View at Gatherer Alters

Land — Island Swamp

*(T: Add U or B 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

ducttapedeckbox on W: Perilous Vault || H: ...

5 hours ago

I'm looking for one or two Perilous Vaults to finish my Standard deck, among other things. I have unlisted shocks/fetches if you have Steam Vents, Watery Graves, or a Polluted Delta to offer.

The Vault is priority though.

Check out my binder and let's trade!

tclaw12 on B/U delver

11 hours ago

For the manabase, you should definitely add a playset of Drowned Catacomb. I would also recommend a playset of Polluted Delta and a couple Watery Grave, but if you want to keep this budget that's fine too. Remand, Shadow of Doubt, and Spell Snare are all pretty sweet tempo cards that a deck like this may be able to utilize.

OikeaHetki on sidisi lord of dead

23 hours ago

Tbh, I would cut white. This will make your deck much sexier.

And with greater sexiness means more victories.

5x Island, 3x Swamp, 1x Darkslick Shores, 4x Polluted Delta, 4x Watery Grave, 3x Drowned Catacomb, 2x Creeping Tar Pit, 1x River of Tears.

tclaw12 on Masters of the Mind

2 days ago

I would probably cut some number of Hallowed Fountain and Watery Grave for more Polluted Delta and Flooded Strand. I'd also add a basic Plains and Swamp to avoid getting blown out by Blood Moon post-board.

You said your SB is still to come, but I'll post some suggestions anyways -

Deck looks sweet though :D

rothgar13 on How to build a good ...

2 days ago

The general rules that I follow with my manabase on a three-color deck are as follows:

1. I figure out what my curve is. My general rule of thumb is 20 lands if my most expensive card is a 3-drop, 22 if it's a 4-drop, and 24 if it's a 5-drop. However, if I have 8+ 4-drops in the deck (as some control decks tend to), I'll bump the land count up to 24. For argument's sake, let's say I need 24 land.

2. I count up the symbols I have for each color in my deck, what symbols I need to cast my 1-drops, and how many sources of a given color I need in order to cast everything on curve.

So for example, a Sultai Control deck may have 20 symbols, 12 symbols, and 12 symbols, which include Serum Visions, Inquisition of Kozilek, Thoughtseize, and Spell Snare (need or by turn 1), along with Cryptic Command (which means I need 3 sources by turn 4) and Liliana of the Veil (which means I need 2 sources by turn 3).

3. Based on what my primary color is, I play 8 fetchlands, all of which can fetch my primary color and half of which can fetch my secondaries. In the example presented above, I would play 4 Polluted Delta and 4 Misty Rainforest.

4. Next are the shocklands. I like playing 2 of each shockland with my primary color, and 1 of any shocklands that do not include my primary. Going back to my example, that would mean 2 Watery Grave, 2 Breeding Pool, and 1 Overgrown Tomb.

5. Now, I go back to how many sources I need by what turn, as well as the 1-drops, and add dual lands (preferably ones that double of manlands or otherwise have utility) to fit. In this case here, I need a lot of and early, so I'll go for 3-4 copies of Creeping Tar Pit, which is a great manland. If it's aggro and I can't really afford to have lands that come into play tapped, I'd opt for Darkslick Shores instead. doesn't have any great manlands or fastlands, so we'll have to settle for Hinterland Harbor.

6. After that, it's time for the basic lands. In general, I like having 2-3 basics for my primary color, and 1-2 basics for my secondary color, depending on how many symbols I have for each one. To continue our example, I can probably roll with 2 Island, 1 Forest, and 1 Swamp.

7. Once all of that is taken care of, if you have the room, you can probably get away with 1-2 colorless utility lands. Because the example I provided was Sultai Control, cards like Tectonic Edge are a great fit, so let's try and sneak one in there.

8. In summary, my land base for a Sultai control deck with 20 symbols, 12 symbols, and 12 symbols that needs to cast Inquisition of Kozilek/Serum Visions/Spell Snare/Thoughtseize early, as well as Liliana of the Veil and Cryptic Command on curve (and has 8 4-drops) is as follows:

It gets a bit more complicated if you need sources of one color early, and sources of another color late, but in that case I recommend that you show a mild preference to the color you need early, and let the fetches get you the color you need late. Durdling is death in Magic.

Anyway, I hope that all of this is helpful.

JDMCRIB on How to build a good ...

2 days ago

Your deck is Sultai, so for fetches you have Verdant Catacombs, Polluted Delta, and Misty Rainforest and for shocks you have Breeding Pool, Watery Grave, and Overgrown Tomb. These will be the bread and butter of your mana base. I don't know the exact math, but basically if you draw any fetchland with this setup you can get any of your three colors on turn 1. Doing this on turns 2 and 3, you'll have BUG on turn 3 like you wanted. I'd say something like:

4x Misty Rainforest

3-4x Polluted Delta

1-2x Verdant Catacombs

1-2x Breeding Pool

1x Overgrown Tomb

1-2x Watery Grave

It is imperative that you run more fetches than shocks. Essentially, each fetchland in your hand is a virtual copy of all 3 of your shocklands. So, you want more of those to get a more rounded-out manabase.

So that leaves roughly 10 lands left. These are going to be your utility lands and basic lands. These will depend on what you're running, so these are really up to you. Maybe something like

3x Creeping Tar Pit

1-2x Mana Confluence

1, 2, 3, 4x Ghost Quarter/Tectonic Edge

And the rest should be basics. You always want some number of basics in your deck in the event that you get Path to Exiled. If you don't run any Path becomes a very one-sided spell, and that's really bad for you. 1 of each a Swamp, Forest, and Island is perfectly fine for your deck.

TL:DR - Run fetches and shocks for the majority of your lands, and then round it out with utility lands and basic lands.

tclaw12 on Dragonlord BUG Modern

2 days ago

Abrupt Decay would be great here. A 1-of Maelstrom Pulse would be pretty good too. Eternal Witness is a better Den Protector. You could use some work on the manabase including Watery Grave, Overgrown Tomb, Breeding Pool, Polluted Delta, Verdant Catacombs, Misty Rainforest and Creeping Tar Pit. Inquisition of Kozilek is another hand disruption spell to consider, and Tasigur, the Golden Fang would be great here as a 1 or 2-of.

square711 on disruptic faeries

2 days ago

Eh, I don't really like Disrupting Shoal. It's a card disadvantage counterspell, and those are only really good when they can counter anything anytime (yes, I'm talking about Force of Will), and the deck runs card draw to make up for it. Neither is the case here. One could argue that Disrupting Shoal is only worth a damn on your second turn, if you have played Bitterblossom that turn, anf if you have another blue 2-drop in your hand. In any other situation, you'd rather just play the very counterspells you'll be exiling as Shoal fodder.

Instead, why don't you run Familiar's Ruse as a 2-of? It's a no-bullshit counterspell that hits anything and doubles the value of your Cliques and Spellstutter Sprites. You can't play it on turn 2, but that shouldn't keep you from playing it. It certainly has never let me down.

Now, onto other suggestions:

  • Thoughtseize and Dismember may be the almighty gods of discard and removal, respectively, but you don't want too many of them in a deck that puts itself on a clock so early on. With Faeries, you need to save up every last point of your life - meaning Dismember should be a last-resort spell to kill something REALLY threatening, not your go-to killspell. My advice: run a single Dismember alongside other removal spells such as Go for the Throat, Smother or Ultimate Price. As for Thoughtseize, I've found that Duress is a much better fit for Faeries - either that or run 4x Inquisition of Kozilek if you expect a lot of aggro in your meta. Your counters, Cliques and killspells can deal with their creatures and high-CMC stuff anyway. Thoughtseize is awesome, but Fae needs those 2 life more than it needs the hand disruption.

  • Don't play Watery Grave. Again, you need to watch out for your life total. You don't need fetches, and you don't need shocklands - they'll just kill you faster. 4x Darkslick Shores means you'll often run into trouble casting your 4-drops, because that last land drop you needed came into play tapped. And Temple of Deceit ruins your tempo for no good reason. Drop the Shores count to 2, remove the Graves and Temples altogether and consider using more Islands, River of Tears (it actually works!) and a single Urborg, Tomb of Yawgmoth. Sunken Ruins is fine as a singleton, too.

  • For the love of God, don't play Day's Undoing. Don't tap yourself out to give your opponent seven cards and a turn. That card might work in some crazy deck built specifically for it (I doubt it), but in U/B Faeries it's garbage.

  • What about some Swords? Sword of Feast and Famine is generally seen as the best, but I prefer Sword of Light and Shadow or Sword of War and Peace because lifegain. Just be careful to use them before you give everyone shroud with Scion of Oona.

  • Favorable Winds is easy to cast and pumps up every creature in your deck. Just saying.

And that's all, I guess. Hope these tips can be of help!

Color(s) Black Blue
Converted cost 0
Avg. draft pick 1.31
Avg. cube pick 9.64


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

Printings View all

Set Rarity
Gatecrash Rare
Ravnica: City of Guilds Rare

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