Watery Grave

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Gatecrash (GTC) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

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

Robot_Drew on Commander Inalla

4 days ago

Lands and Mana

First off, I don't recommend going above 37. Your curve is currently under 3.0, so you could go as low as 35, but start with 37.

Second, basics are always a great alternative. using the top right pie chart, mapping 37 basics to the color distribution of your nonlands isn't terrible. If I advocate cutting something but you don't like/can't get what I recommend, I'd say basics are better.

Cut:

  • Bottomless Pit
  • Dwarven Hold
  • Sunscorched Desert
  • Sand Silos
  • Mountain Valley (can only fetch a mountain, so worse than a basic Mountain
  • Irrigated farmland (lol)

I like basics more than the above. They either slow, don't do enough, etc.

Look to add:

  • Friendly Lands: Dragonskull Summit, Drowned Catacomb, and Sulfur Falls. When running a lot of basics and duals, these always come into play untapped.
  • Tango Lands: Sunken Hollow and Smoldering Marsh. These also should come into play untapped, and have basic land types, which are useful over time.
  • Amonkhet cyclers: Canyon Slough and Fetid Pools. Cycling is great when you have enough mana and topdeck this, but all color-producing cycling lands come into play tapped. These are dual color and have basic lands types, so they're better than stuff like Polluted Mire, but it might be good to run the mono-color stuff, too.
  • Storage Lands: Dreadship Reef and Molten Slagheap. These are categorically better than what you run, and are decent when you're out of use for open mana.
  • Higher budget things, like fetches and shocklands: Steam Vents, Blood Crypt, and Watery Grave. On-color fetches are the most important, then off color and shocks are equally important. Once you get fetches, stuff like the Tango lands and cycling lands with basic lands types are a lot better.

Artifact Mana

Get all artifacts that product colored mana that cost 2 to cast. Signets, talismans, diamonds, etc., are great way to get out of the gate faster and let you run a lower land count. 37 land and Sol Ring is good, 37 lands and 6 mana stones is far better. In your colors, you'll be able to discard them off for better things in the late game.

There's always more, but I'd start here.

colton815 on Ninjas be like~But Wait!There's more!(UltraBUDGET)

1 week ago

meh. i've seen better ninja decks. Familiar's Ruse is not a good counterspell. Mana Leak and Remand are better. theres also Slip Through Space or Artful Dodge to make stuff unblockable which are both better than Aqueous Form. why is there no Fatal Push? or Polluted Delta? or Watery Grave?

Wolfrage76 on Dragonsbreath

2 weeks ago

There be dragons! :D So... you need quick mana for him?

Island, City of Brass, Command Tower, Gemstone Mine, Mana Confluence, Polluted Delta, Cephalid Coliseum, Misty Rainforest, Watery Grave, Darkslick Shores, or Breeding Pool to get one blue.

then Mana Vault, Sol Ring, or Mana Crypt for 2 more mana

Grim Monolith and if you have another way of getting one more mana in your hand Basalt Monolith will work as well

Then you need Power Artifact or if you have Ancient Tomb play that and Chrome Mox, Lotus Petal, or Mox Diamond instead of one of the above lands to play Rings of Brighthearth, with combo Gemstone Array to convert your mana into one mana of any color and go infinite

Or:

or Argothian Elder, a land to tap for green and Elvish Spirit Guide, Mana Vault, Sol Ring, or Mana Crypt, and Exploration Azusa, Lost but Seeking if you didnt have Elvish Spirit Guide in hand. and Concordant Crossroads in hand go infinte with it

Or:

play a Forest and with the mana play Eladamri's Vineyard /Exploration for one more green mana at the begining of your next main phase play Arbor Elf, and Utopia Sprawl on your Forest, then play Chrome Mox, Lotus Petal, or Mox Diamond of another mana using that mana play Mana Vault then play Chrome Mox, Lotus Petal, or Mox Diamond one of them you didnt play then play Freed from the Real/Pemmin's Aura

Above isn't from originally me, I just happened to be looking at it when I saw your deck :D

GeminiSpartanX on UB Mill

2 weeks ago

If you don't want your list to absolutely fold to Blood Moon, I'd add a basic Swamp. Having 5 colorless lands is also a little greedy for a deck that needs 2 colored sources on turn 2 to function properly. I'd -1 Darkslick Shores and -1 Ghost Quarter for +1 Flooded Strand (more crab synergy) and +1 Swamp. Without a basic swamp in the list, running Marsh Flats is strictly worse than a Flooded Strand or any other blue fetch since flats can only get a Watery Grave. 4 Profane Memento seems like overkill when you're already running 3 Crypt Incursions in your 75. Normally resolving 1 incursion against agro is enough for me to live until I find the final few mill spells. Maybe replacing one with the 4th push and a counterspell for control/combo decks would be better? I also find that a SB Ashiok, Nightmare Weaver does work against creature-light control/combo decks if you're interested in that route. Looks like a solid list though! +1 from me!

GeminiSpartanX on Sir Mill Crab

2 weeks ago

Mesmeric Orb isn't really a SB card, you either use it in your MD or don't use it at all. Your SB exists to improve your deck against other decks or cards you expect to play against. I was advocating using Orb in place of some of the Snapcasters, since Snappy is somewhat slow when you're trying to mill them out every game. I also think running the 4th Polluted delta is better than using any other fetch since delta gets your main colors. I would -1 Watery Grave for +1 Polluted Delta. I'd also go -3 Snapcasters for +3 Orbs in the MD, which frees up room in your SB for more good hate cards like Fragmentize, a 2nd Stony Silence, or some counterspells against combo/control decks like Negate or Dispel. Many mill players also like Crypt Incursion against creature agro decks as a way to gain a ton of life to live a few more turns, which would also be a good SB card.

Otherwise, I think you've included some good cards and are on your way to having a competitive mill list. Keep on milling!

geojedi on Library? you don't want that!

2 weeks ago

Here are some others:

Glimpse the Unthinkable

Traumatize

I would also recommend faster lands, such as Watery Grave, Drowned Catacomb, or Darkslick Shores even if you are not running Polluted Delta.

rockleemyhero on H:Foil torrential gearhulk, waterygrave. ETC. ...

2 weeks ago

Hey would you do your Watery Grave for my Sacred Foundry straight up?

Ericsteez on H:Foil torrential gearhulk, waterygrave. ETC. ...

2 weeks ago

Hi guys. I have 1X Torrential Gearhulk 1X Watery Grave 1x Flooded Strand that im willing to trade for some Sacred Foundry

I'm looking for a playset so im willing to throw in a few more cards. I'm also looking for Collected Company and 4x of Flamekin Harbinger

I have a reference 8vomit

so just hit me up with any offers but im really looking for those cards i listed. Thank you

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