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

DemonDragonJ on New Legendary Lands

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

The idea of Fire-Breathing Fortress is that it is a castle built atop a dormant (but not extinct) volcano, as a shrine for those who worship dragons, elementals, or other beings associated with fire. Its towers are shaped like dragons' heads and can issue forth blasts of flame when directed to do so.

Pit of Despair Show

I do not believe that there has ever before been a land with this ability, so I decided to create one. Its name is a very literal interpretation of the well-known phrase "pit of despair."

Tower of Rubble Show

This land is inspired by, and modeled after, the dungeon of the same name from Final Fantasy VI, the final dungeon of the game. It produces only colorless mana to represent the devastation that the world of that game suffered, and its second ability represent Kefka using the light of judgment to destroy anyone who displeases or opposes him.

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

Most lands that can produce mana of any color enter the battlefield tapped unconditionally, so I decided to create one that at least had the chance to enter untapped. Please note that its ability checks all lands that its controller controls, and cares about the number of types, not the number of lands. Therefore, a forest, a swamp, and a plains would satisfy its conditions, as would a forest and a Sacred Foundry or a sacred foundry and a Watery Grave. Its name is a reference to the gem of the same name, as it is a palace composed entirely of crystal, infused with pure raw mana.

What does everyone else have to say about this lands? How well did I do with them? Are their abilities fairly costed, I hope?

Boza on Blue/Black Millish Kind of Deck

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:

4x Breaking
4x Archive Trap
4x Mesmeric Orb
4x Sanity Grinding
2x Island
3x AEtherize
3x Engulf the Shore

A few changes to the manabase:

3 watery grave
4 darkslick shores
4 polluted delta
2 bloodstained mire
2 flooded strand
6 island
1 swamp

Kjartan on Mill Test

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.

For the lands, I suggest you run Polluted Delta, Watery Grave, Shelldock Isle and perhaps even Oboro, Palace in the Clouds (which can retrigger your Hedron Crabs)

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.

BobFromAccounting on 4-Color Dredge

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.

ToolmasterOfBrainerd on Sultai control

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?

BobFromAccounting on 4-Color Dredge

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)
1x Swamp
2x Verdant Catacombs
1x Watery Grave (could be Verdant Catacombs #3)

Caldra on ~~ Fairy Tail ~~

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.

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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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