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

AngryBearTony on wurm combo

18 hours ago

@aholder7: You and this army!

I agree about Manamorphose. Also concerning is 20 land when it takes 6 for Massacre Wurm. And how viable has it been to cheat it out with Wargate?? That's a lot of mana...

Suggestions include adding some number of Mana Confluence, Polluted Delta, Watery Grave, or even a Swamp into the deck.

Greendawg81 on EDH Nekusar Pimp my Wheels.

1 day ago

i finally scanned my alters of Blood Crypt, Mana Confluence, Steam Vents and Watery Grave. THis new alter feature rocks. Big thumbs up to tappedout.net for this fun new feature.

poistapoista on Ultimate Milling

1 day ago

As this deck is labelled as competitive, I will give competitive suggestions. Not to be mean, but your deck seems to lack a focus. It's all over the place, at least to my eyes. So I'm going to give some suggestions to hopefully improve it =)!

My list is long, so get your reading glasses XD!

First things first, I would take out some cards to make a full 4 Glimpse the Unthinkable, it's basically the best mill card. I would also cut some stuff for a full 4 Archive Trap, then run stuff like Ghost Quarter and splash white for Path to Exile (a very solid removal spell that either triggers the trap or is one mana spot removal) using fetchlands (e.g. Flooded Strand, Polluted Delta, Marsh Flats), which trigger hedron crab twice, and Shocklands to fetch (e.g. Hallowed Fountain, Watery Grave, Godless Shrine). Possibly also run Trapmaker's Snare to search for the Archive Traps? There's so much library search in modern that sometimes you won't have to set up your Archive Trap.

Now on to what to cut.

Definite cuts:

Mind Sculpt - many strict upgrades to this one: Breaking / Entering, Glimpse the Unthinkable, and many more.

Consuming Aberration - WAAAAAAY to slow for modern. I'd much rather put in some more cheap, efficient mill cards.

Duskmantle Guildmage + Mindcrank - it's cute, but it's basically just wasting 4 spots. The chance you happen to have 2 two-ofs in your hand and get them working undisrupted before your opponent beats you is very, very low. Also, running the combo efficiently takes away from your deck's main goal - like, all you'll want to topdeck is a mill card, and you get Mindcrank or the rather slow Duskmantle Guildmage.

Traumatize - again, cute, but by turn five, you want your opponent to be at AT MOST 20 cards, turning it into an overpriced Glimpse the Unthinkable.

Psychic Strike - I'd much rather have something like Visions of Beyond. It can draw you extra mill cards to finish off the game, rather than having to slow down the game. Plus, if you INSIST in playing a counterspell, Mana Leak, Remand, Deprive, Spell Snare, and Cryptic Command are all better than Psychic Strike (in modern, at least.)

Curse of the Bloody Tome - basically just a worse Memory Erosion - Hedron Crab with fetchlands is just better.

Possible cuts:

Memory Erosion - modern's a little too fast for this, it'll often just be 3 mana for around 6 cards, as they'll have beaten you by the time it starts being worth the 3 mana.

Tome Scour - although it's cheap and efficient, you're using one card to mill 5. It's good for your curve, but it's not enough of a heavy hitter. I'd much rather drop a Hedron Crab and play some fetchlands, or a Thought Scour (which doesn't put you at card disadvantage) to fill up the curve.

Jace's Phantasm - a little counter-intuitive, yet it's a solid plan B after a Glimpse the Unthinkable

Jace, Memory Adept - too slow of a card for modern in my opinion.

Crypt Incursion - more of a sideboard card


If splashing white, I'd add someStony Silences for affinity and G/r tron (probably your worst matchup - they have Emrakul, the Aeons Torn).

Rest in Peace - good against abzan, jund, and dredge. Also makes Emrakul, the Aeons Torn not as backbreaking

Negate/Dispel are good against u/r delver and u/r twin

Vendilion Clique/more [jace's phantasm]] - if you want a very solid plan b, I'd include at least 2 Vendilion Clique, and a 4th Jace's Phantasm if only playing 3 mainboard.

Surgical Extraction - definite 4-of. Amazing versus combo.

Damnation - good card in general

The other cards currently in your sideboard I just didn't see much potential in; I couldn't see sideboarding them in against any particular deck, except for Trapmaker's Snare, it's more of a mainboard card if you want to play it. It could also be good against decks with a lot of library search, but I'd rather use that sideboard slot for something else.

And that's all I could think of for now! I wish you the best of luck in any future endeavors.

Karns_Pyromancer on Reaper King

2 days ago

While I admire your humility, there is no reason to not run Conspiracy with the King. Also Life and Limb would help a lot.

I like most of your landbase, but I'd cut half the fetches for shocklands (Watery Grave, Breeding Pool, &c.

Also, Pili-Pala + Grand Architect is infinite mana.

continuum on Under a Violet Moon

3 days ago

I would cut the Watery Graves, they hurt too much. You also need more lands because hitting 4 mana (at least 3 blue and 1 black) is super duper important for faeries. A minimum you want to run is 24 with a max of 26. I honestly don't think AEther Vial is that important. It's nice in an aggro shell like this though.

Figag on Mill-A-Lot(Help appreciated)

3 days ago

I'd pull down to 22 maximum lands and of those 22 run 4 Ghost Quarter because it triggers Archive Trap with ease. Also increase your fetchlands to 8 because you need as many Hedron Crab landfall triggers as you can get. Maybe run 4 Polluted Delta, 4 Flooded Strand, 4 Watery Grave, 2 Swamp, 2 Island, 1 Oboro, Palace in the Clouds, 4 Ghost Quarter, and 1 Sunken Ruins. I think that should serve you much better.

Also 4 Tome Scour, 2 more Mind Funeral, 4 Breaking, and 4 Visions of Beyond should help greatly. May I also recommend 2 Jace, Memory Adept? He's a great finisher.

Good luck!

BlinkTwice on Lock-Down with Fae

3 days ago

Thanks for the suggestions Programmer_112. You've definitely put my mana base in a new perspective for me. I agree tht Jwar Isle Refuge is garbage. Temple of Deceit though, I do enjoy the scry ability very much, though with the edition to Halimar Depths, they're not as needed anymore. I think pulling the Jwar Isle Refuges for the Polluted Delta is a risk on my life that I can make. Especially since it helps with deck thinning quite a bit. Watery Grave though, I am really hesitant on still. With playsets of Secluded Glen, Darkslick Shores, Mutavault, and 4 basics to fish out with Polluted Delta, thats a potential 16 lands entering untapped out of my 24, for roughly 66% (or 2/3rds). I can add the Watery Graves, but I'm worried I'll be killing off the enemy while killing myself off only two or 3 turns later if they don't do anything to increase my bleed out. Another life-gaining source would help significantly, but Nectar Faerie isn't going to work in my Aggro varient because of Shroud.

As for Polymorphist's Jest, I absolutely love the card. my 1/1's can trade equally with almost any creature that doesn't have +1s on it, and the opponent never sees it coming. It has shut down the Aggro Merfolk with Island walk my friend plays way more than once. I do want to get back into the Modern Tournament scene though, so I will follow your suggestion and sideboard them for my Sower of Temptations for awhile and see how it plays with the changes. Thank you very much for your advice :)

Suggestions on Life-gain? I'm thinking of cards with recurring effects like Bloodchief Ascension, Vampiric Link, Whip of Erebos, etc. I don't know if there are any blue cards to help in this situation.

Color(s) Black Blue
Converted cost 0
Avg. draft pick 1.31
Avg. cube pick 9.77


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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