Watery Grave

Watery Grave

Land — Island Swamp

(: Gain or .)

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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Printings View all

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

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Watery Grave occurrence in decks from the last year

Standard:

All decks: 0.89%

Modern:

All decks: 0.58%

UB (Dimir): 51.83%

Legacy:

All decks: 0.35%

Commander / EDH:

All decks: 0.19%

UB (Dimir): 3.02%

WUB (Esper): 1.74%

UBR (Grixis): 1.69%

BUG (Sultai): 1.92%

Watery Grave Discussion

multimedia on Lernaea's children

2 days ago

Hey, the manabase could use some improvements. You have Bayou, Tropical, Cavern and the Filter lands which are all great. Why also 18x basic lands? Consider more dual lands?

The least expensive Fetch lands: Windswept, Bloodstained and Strand can search for one of Bayou, Tropical, Zagoth or a Shock land: Overgrown, Watery, Pool. This color fixing from Fetch lands as well as more Rainbow lands especially Command Tower can help your deck.

tabbs33 on The Dark Mill

1 week ago

Is this deck intended to be casual or competitive? Budget or no? I'd recommend changing the hubs for your deck to help everyone give more targeted feedback and to expose the deck to a broader audience.

That being said, here are cards I'd recommend based off of Mill decks I've seen on MTGO/online (not taking into account card cost): Shelldock Isle as it basically nets you an extra card/free spell

Oboro, Palace in the Clouds to trigger Hedron Crab over and over

Visions of Beyond because it's basically Ancestral Recall for Mill

Search for Azcanta  Flip to continue to dig up Mill spells

Surgical Extraction/Extirpate/Ashiok, Dream Render/Nihil Spellbomb to hit key pieces your opponent needs (e.g. Uro, Kroxa, etc.)

Field of Ruin to hit your opponent's important lands

Crypt Incursion as a way to help you survive

Snapcaster Mage to flashback your Glimpses, Visions, etc.

Drown in the Loch, Fatal Push to serve as cheap, flexible answers to your opponent's threats

Inquisition of Kozilek,Thoughtseize to get your opponent's threats before they become threats

Breaking / Entering as a maybeboard card if you really need more efficient mill

Here are some other thoughts I had:

-You have a fair number of expensive cards in your deck, but you only have 20 lands. I have a feeling that your expensive cards will be stuck in your hand as you struggle to draw enough lands to play them (which will only be exacerbated by the fact that you have 64 cards in your deck). Even still, you'll probably want 21-23 lands in your deck. With that the average game of Modern lasts about 5 turns - can you successfully mill your opponent out in that time? If not, you'll want to trim/remove the cards that don't have a significant impact by that time. For example, I would consider replacing the following:

Curse of the Bloody Tome: comes out on turn 3 and you'll probably get 1-2 triggers out of it.

Patient Rebuilding: very variable and you may not even get any triggers out of it.

Keening Stone: you probably won't be able to cast this card.

Traumatize: most of the time this will probably only be marginally better than another Glimpse or perhaps even worse! I'd recommend doing some playtesting with your deck to see on average how many cards you mill from your opponent by turn 5. Also consider that opponents will be thinning their decks with fetchlands, Arcum's Astrolabe, and Mishra's Bauble.

Consuming Aberration/Nemesis of Reason: again, won't have an impact until turn 6, which may be too late.

Increasing Confusion: this card is very deceptive in that it actually isn't that mana efficient. If you flash it back on turn 5, then it's the exact same thing as Glimpse!

Mind Grind: same thing except for Mind Funeral - at 6 mana, this card does the same thing that Mind Funeral does for 3! -If you can afford it, definitely run 4x Glimpse, 4x Archive Trap, and 4x Mesmeric Orb. Those are your most powerful cards that you'll want every game.

-You'll also want dual lands, like Darkslick Shores, Drowned Catacomb, Watery Grave, etc. This will really help prevent you from getting mana screwed by drawing too many of one basic. Also, fetchlands are Hedron Crab's best friend!

Mill is always a fringe deck in the Modern metagame as most decks will just out-value and outrace you, which is a shame because I always find Mill so fun to play! I hope all this helps you out and I hope I didn't come off as mean/rude. I'm genuinely trying to help you out with your deck so you can win more and have more fun with it!

GoblinElectromancer on Ninja Unite

1 week ago

I would definitely play discard such as Inquisition of Kozilek or Thoughtseize. Maybe cut the Void Shatters for Remands. A copy of Dismember for removal could be good. I would take out the Elixir of Immortality and Whispersilk Cloak. Gaining 5 life for isn't worth it and Whispersilk Cloak can stop some of your creatures from being ninjutsued. Even though it gives unblock able their are just better cards to play. You could include fairies by putting in Brazen Borrower and Spellstutter Sprite. Umezawa's Charm is kinda weak. Maybe play some Spectral Sailors instead. For land take out the Dismal Backwaters and Sunken Hollow and replace them with Darkslick Shoress and Watery Graves.

Good Luck!

multimedia on Idea 2: Varina Zombie Tribal

1 week ago

Hey, impressive budget, less than $200, version of Varina.

Wonder and Buried Alive are two powerful budget cards with Zombies. Buried can tutor for both Wonder and Gravecrawler + one other creature. Wonder could replace Lazotep Reaver and Buried could replace Corpse Connoisseur. Watery Grave for $3 more than Underground River is a land upgrade and another Island dual land for Wonder.

Phyrexian Reclamation is a repeatable way using life that you gain from Varina to recur Zombies. It's an upgrade for Omen of the Dead. Final Parting for one more mana does a lot more than Diabolic Tutor. Bontu's Monument can be another win condition with the Gravecrawler + Altar combo and I think it's an upgrade for Commander's Sphere.

These card suggestions would add about $10 to the budget.

Good luck with your deck.

greyninja on Nekusar

2 weeks ago

Looks fun +1 from me

I'd suggest you include 32-37 lands. Anything under 30 will be really tough. The 8-10 pieces of ramp you have is decent, but you will struggle without enough lands. I usually auto-include 36 lands, unless I have like 12-20 pieces of ramp

Budget options would be Evolving Wilds, Terramorphic Expanse, Crumbling Necropolis, Bloodfell Caves, Swiftwater Cliffs, Dismal Backwater, Sunken Hollow, etc

High cost: Steam Vents, Watery Grave, Blood Crypt, Fabled Passage, Prismatic Vista, Polluted Delta, Bloodstained Mire, etc

Expensive af: Scalding Tarn, Badlands, Underground Sea, Volcanic Island

fmastrome2008 on Yarok EDH

2 weeks ago

I'm going to assume this is a budget build / work in progress.

My first recommendation is to obtain the following staples: Sol Ring, Command Tower, Panharmonicon.

My second priority would be to upgrade the mana base. Command Tower, Bojuka Bog, Opulent Palace, Temple of Deceit, Temple of Malady, Temple of Mystery, and Myriad Landscape would provide an immediate upgrade to your manabase for < ~$7. Follow it up with Watery Grave and Drowned Catacomb.

Other immediate upgrades would be Thassa, Deep-Dwelling for further ETB effect abuse; Farseek and Kodama's Reach for further mana consistency; and Prime Speaker Vannifar / Birthing Pod for great tutor effects.

Clashboy15 on Ub tutelage mill

3 weeks ago

Definitely Needed Cards:

Hedron Crab: because it can consistently mill and works well with fetches. 4x

Glimpse the Unthinkable: straight up best two mana mill card. 4x

Archive Trap: easy to play it as free in modern since it is an instant and everybody uses fetches. 4x

Mesmeric Orb: even though it mills you, its worth it since it can mill a crap ton of your opponents deck. 4x

Visions of Beyond: this will easily draw you thre cards for one mana because of how much milling you would be doing. 4x

Drown in the Loch: this card will counter almost any cards or just kill anything for 2 mana! 4x

Maybe Cards:

Breaking: just a little bit more mill.

Crypt Incursion: Some life gain for matchups against creature decks.

Surgical Extraction: It lets you take out all key cards or combo pieces from opponent's deck!

Scheming Symmetry: Cheap and tutors a card for you and your opponent. You can also activate archive trap for free after that and make sure the opponent doesn't get that card into his/her hand.

Cards to Cut: Compelling Argument: Milling five for two mana isn't really good and the cycling ability is just meh as well because card draw usually isn't a problem in mill decks. -4x

Jace's Archivist: It just cost too much mana and four mana for a wheel that can die easily is just too much. I know it works well with sphinx's tutelage, but it's a little slow. -4x

Jace's Phantasm: It can provide you with a good body, but a true mill deck wouldn't need it. -4x\

Serum Visions or Opt: You don't need that much card draw. -4x

Lands: 29 lands is wayyy too much. 22-24 should suffice. I would recommend 4x Watery Grave since you can fetch it with polluted delta. 4x Field of Ruin instead of dismal backwater. Tap lands are not very good and 1 life isn't really that important. Also field of ruin provides you utility against land based decks and will allow you to fix your mana and activates archive trap. Also, cut some baisic lands or scry lands for some Darkslick Shores, Prismatic Vista or Drowned Catacomb

GoblinElectromancer on Artifact, Blue, Black deck

3 weeks ago

Sol Ring is a great way to get mana faster. Maybe play four of it. Thran Dynamo can also get a lot of mana. With blue draw spells are good such as: Preordain, and Ponder. To slow the game down until you cast a huge creature Counterspell is awesome. For lands maybe cut 1 or 2 and play some duels such as Watery Grave.

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