Watery Grave

Watery Grave

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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

square711 on First time control deck, chose ...

2 hours ago

Good to see you chose those colors! Grixis control is a lot of fun to play (and a massive pain in the ass to play against, heh). But while your deck is solid for a first attempt at control, it does have a lot of room for improvement.

The first thing you should do is get yourself some Cruel Ultimatum. Simply put, Cruel Control is not Cruel Control if you're not running its namesake in the mainboard. It's a card that provides you MASSIVE advantage if it resolves, often winning the game right away.

Your mana base needs dual lands and fetches. When you play 3 colors, you absolutely cannot rely only on basic lands to get the mana you need, or you WILL get mana screwed more often than not. And the Temples are too slow for Modern - never play lands that ETB tapped unless you have Amulet of Vigor, and even then it's too risky! Instead, you should use shocklands (Blood Crypt, Watery Grave and Steam Vents), one or two filter lands (Cascade Bluffs, Graven Cairns and whatever the U/B one was called) and as many fetchlands as you can get (Bloodstained Mire, Polluted Delta and Scalding Tarn). If you don't have the money for those, at least look for Sulfur Falls, Blackcleave Cliffs, Darkslick Shores, Dragonskull Summit, Sulfurous Springs, Drowned Catacomb and Underground River. Just don't EVER play lands that will enter the battlefield tapped no matter what.

You're also a bit too light on counterspells and removal, I'm afraid. Terminate and Go for the Throat are fine, but they don't hit indestructible creatures, which could be a problem (hint: Dismember does), and you have no boardwipes, which you definitely want in a control deck with no weenies (Drown in Sorrow and Anger of the Gods are the best in your colors).

As for your counterspells, Spell Pierce and Spell Snare are solid turn 1 plays, and Negate and Countersquall are great against other control decks. And speaking of turn 1 plays, what about some hand disruption (Thoughtseize, Inquisition of Kozilek, Despise, Duress) to get rid of early threats for a measly cost?

And finally, while your idea of abusing cumulative upkeeps is interesting, it requires an incredibly high amount of mana to keep it together. Are you sure Braid of Fire will be enough to pay those costs? What if you don't draw any Braid of Fires the whole match? If I were you, I'd look into an alternate hint condition (Phyrexian Obliterator, AEtherling, Inferno Titan), because age counters may be a pain to deal with.

Well, I guess that's all. Hope that helps, and have fun playing Cruel Control!

Oh, and Grixis isn't a guild, it's a shard of Alara. :P

lemmingllama on Esper-tron "merry Christmas" package

3 hours ago

First off, why run 62 cards instead of 60? Typically increasing your card count over 60 will have a negative impact on the consistency of your deck.

Secondly, your deck has some weaknesses that we should address. You are running all non-basic lands, which means your deck loses to a resolved Blood Moon instantly and you can't gain any value off of a Path to Exile. I personally believe that you could cut Emrakul, the Aeons Torn, Eye of Ugin, one Watery Grave, and all three Celestial Colonnades for two Flooded Strands and a basic Swamp, Plains, and Island. This way your deck can still function while Blood Mooned, and you also have 61 cards instead of 62.

As for your sideboard, you should tool it to beating either your local meta or the decks that you will have trouble with. Competitively, you will have issues with Twin, Burn, Affinity, Infect, and control if it actually was widely played. You can probably cut Disenchant, Sphinx's Revelation (this is a mainboard card or not played at all), and Relic of Progenitus for another copy of Celestial Purge and Timely Reinforcements. This way you will have 15 cards instead of 16 in your sideboard, and it will also be slightly stronger in those matchups. (Infect is still a tossup, but at least it isn't widely played.)

primalhunted on Delver Damned

19 hours ago

Cryptic Command is extremely powerful and has been played in three color decks for years. UWR Control, (which is a true 3 color deck unlike this deck which is UW with 2 Dismember, which don't need black mana and 4 Lingering Souls which you can cast at least the first half before you find black mana) plays 4 in almost every version with no problem. Your manabase could support it in its current state or you could try the following to make it even easier:

-1 Swamp: I assume this is here for Blood Moon but as I said above you don't even really need black mana and this slot could be better used as a land that could cast the rest of the spells in your deck.

-1 Godless Shrine: All of your lands fetch for the Watery Graves so this is unnecessary in a basically two color deck. I understand sometimes you might want to fetch for white black but with so many duals and so few black spells you could afford to make this switch.

+1 Mystic Gate: This allows you to filter Plains into blue mana for cryptic.

+1 Glacial Fortress: A painless dual that will almost always enter untapped.

However if you chose to go in the Cryptic Command direction Delver of Secrets  Flip has no place in the deck (it is already awkward and this would make the deck even slower and more grindy)

Figag on Join Me and Together We Shall Win

2 days ago

I like the idea of the cheap man lands. I don't think I need Nephalia Drownyard because I like colored mana and don't need that much mill.

My only problem with Shocks and Fetches is the life loss. I find that Darkslick Shores and Drowned Catacomb come in untapped almost all the time so I don't think I need fetches or shocks. Lands that make me lose life usually just set me up for storm and aggro decks to be an easy kill. I know I don't have to pay the life for Watery Grave, but then it's just a Dimir Guildgate which is not run for obvious reasons.

If I had them I would definitely run them, but I don't think they're necessary for my deck.

darkcivilian on Join Me and Together We Shall Win

2 days ago

To find out how many lands you need, you first need to know your mana curve. So basically figure out every other card you really want to run first. I would say though, based on this list, you want 23-24 land. I understand your have budgetary concerns, however trust me that your mana base is probably the most important thing to purchase, because good mana will find it's way into multiple decks.

Some of the more useful yet inexpensive land you should include are Faerie Conclave and maybe Spawning Pool, though Creeping Tar Pit is the best option, but about $10/ea. Man-Lands give you something else to do with your mana if you aren't drawing into what you need, or if you need an emergency block. At this point, I would replace the Dreadship Reef, storage counter lands are really only good for EDH.

*(Nephalia Drownyard is a good, inexpensive utility land for milling, and since you steal things from the grave...)

If and when you can, get a play set of Watery Grave, the sooner the better. They're only about $10 each now, they will go up. Give it 12 months and they will be back around $14-15 each, and they will keep climbing. It's also a great time to pick up fetch lands like Polluted Delta, even if you can only get one at a time, do so.

CastleSiege on Your Deck Looks Fun! Can I Try?

2 days ago

In regards of mana fixing and generally speeding the deck up...

You have too many lands that come in tapped. I suggest removing 2x Bloodfell Caves, 3x Crumbling Necropolis, 2x Swiftwater Cliffs, and 2x Dismal Backwaters. I suggest running a number of Watery Graves, Steam Vents and Blood Crypts as well as Polluted Delta, Scalding Tarn, and Bloodstained Mire. If you're building with budget in mind, City of Brass and Mana Confluence are cheaper options over Scalding Tarn. You'll need to cut some basic lands to make room for these as well.

Color(s) Black Blue
Cost
Converted cost 0
Avg. draft pick 1.31
Avg. cube pick 10.17

Legality

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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