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


Format Legality
Pioneer Legal
Highlander Legal
1v1 Commander Legal
Legacy Legal
Block Constructed Legal
Tiny Leaders Legal
Casual Legal
Vintage Legal
Leviathan Legal
2019-10-04 Legal
Unformat Legal
Modern Legal
Oathbreaker Legal
Duel Commander Legal
Commander / EDH Legal
Custom Legal
Historic Legal
Limited Legal
Canadian Highlander Legal
Arena Legal

Watery Grave occurrence in decks from the last year

Latest Decks as Commander

Watery Grave Discussion

hungry000 on Faerie Rogue Tribal

1 day ago

That's awesome! I'm glad you like it. I can't think of any planeswalker that would really be a good fit for this deck's theme and colors. A Jace or Liliana planeswalker would work, but there aren't any versions of them that work with the deck's aggressive game plan. Tezzeret is great for the colors, but artifacts don't jive well with either Faeries or Rogues. I think the closest you could come to a matching planeswalker is Oona, Queen of the Fae since the deck has a few cards that are supposed to be her soldiers (Oona's Blackguard, Scion of Oona) and her ability has some synergies. She would be somewhat difficult to cast without a couple more lands (and is generally not that good in aggro decks) but she'd add a lot of flavor.

I would first upgrade the deck's mana base. Secluded Glen, Darkslick Shores, Watery Grave, and Polluted Delta are the ideal set of lands for this deck, but once you have a couple sets of dual colored lands you can get away with all basics for the rest of it. I recommend getting 4 Secluded Glen and some mix of Darkslick Shores/Watery Grave to replace Choked Estuary and River of Tears. You don't really need any more fixing beyond that to have a consistent mana base unless you were to buy a set of Mutavault.

Once your lands are good, fill out the playset (all four copies) of Brazen Borrower and get a set of Fatal Push for the main deck. Recently I've been liking the fourth Spellstutter Sprite as well, but that's up to you.

I believe 4 Secluded Glen, 2 Darkslick Shores, 4 Fatal Push, and 2 Brazen Borrower comes out at around $50, so that's what I recommend you start with.

Omniscience_is_life on need help cutting cards

2 weeks ago

Do you have any budgetary restrictions? Otherwise I'd mainly said your manabase could be improved greatly with shocklands and fetchlands such as Watery Grave and Polluted Delta. Also, not sure what happened but there seems to be two of these forums.

gavriel1136 on Horror, Carnage, and Annihilation. All are Rakdos.

4 weeks ago

Love the flavor! One nitpick, I'm not sure Wake of Destruction works with Urborg the way you wrote. If I'm not mistaken, Wake destroys each land with the same NAME. Urborg gives each land a similar TYPE. Consider any dual land cycle as an example: Watery Grave.

Otherwise looks really crazy and fun!

SentinelElf2711 on Eternal Sunshine of the Spotless Mind(SB HELP PlZ)

1 month ago

Hi Vinman. I am here from your comment on my Competitive UB mill modern (2020 short guide). For the SB i suggest u to remove Hurkyl's Recall cuz was a counter for affinity deck, but now is out of meta, so it's a dead sb card. Spellskite is a strange card for mill, why are u playing it? Why are u playing Trapmaker's Snare in sb? It is good only if u play Ravenous Trap. You can't play Lurrus of the Dream-Den if u play Ashiok, Dream Render cuz of the ruling of lurrus; so you have to choose, or lurrus or ashiok. Remove Nature's Claim cuz you don't play greed lands :). Ensnaring Bridge is a good SB card, add Damnation or Bontu's Last Reckoning for a mass removal. You need something for gaining life (Cling to Dust in my opinion is not enough), I suggest you to put in some Crypt Incursion or Profane Memento. I suggest you to remove Ghost Quarter and add 2 more Field of Ruin becouse fields force your oppo to search and proc landfall of your crabs. I suggest u to remove 2 Watery Grave and add 2 Darkslick Shores so you don't lose too mutch HP early. Hope I helped u :)

Vinman on Competitive UB mill modern (2020 short guide)

1 month ago

SentinelElf2711 thank you for the suggestions. I did more research of UB decks and saw Stern Dismissal as a solid T1 answer (as we want to start milling asap). I liked the idea of Assassin's Trophy, again as a way to force a search for our opponent. The splash for green is not awful. I would just replace a Watery Grave with Breeding Pool to help. If it's only 1 Green pip, I don't see the huge issue. It's not a hard green push. Thassa's Oracle is a very interesting option. Didn't think about self mill then win off of it. I'm still tweaking on paper, so I don't have an updated list to show you on tappedout. Thoughts on Hunted Horror as an unconventional answer to Leyline?

zAzen7977 on Alchemy Balcony

1 month ago

Hey Balaam, this is a neat combo deck! I have never seen a competitive deck utilizing Grand Architect and Pili-Pala. I think this build has a lot of potential. I have some initial comments for your consideration:

First of all, in Modern, I would argue that there are 3 primary deck archetypes, based on the amount of turns it takes for a deck to get going: Aggro decks lead with lots of damage potential in the early turns and often expect to win by turns 3-5. I frequently play against a friend who has a green stompy deck, and that deck deals over 20 damage by turn 4 consistently via mana ramping and powerful creatures. I like to use that example as a good benchmark for deck building. Midrange decks rely on counterspells, disruption, and removal to allow the deck to develop and secure a turn 4-6 victory. Control decks utilize similar tactics but have a longer gameplan, and stall until sealing the deal after turn 6 with large creatures or one/two-hit kill spells.

I think this deck falls under the midrange category, since you are trying to keep your mana costs low and execute your combo as fast as possible. The problem I see in this build is that if you don’t pull off the combo by turn 3, you have no blockers on the field, and you are relying on reactive counterspells to protect you until you can pull off the combo. Thus you will have an inherent problem against very fast aggro decks. Another issue is that the mana curve of this deck is a tad bit too high. You are running 0 1-drops, so on turn 1 you will always have a wasted turn. Furthermore, most competitive Modern decks rarely miss a land-drop and avoid lands that come into play tapped (unless the lands are very necessary). I think Tolaria West is too slow for that reason. Although it is useful for transmute, you are running plenty of other transmute cards and you should be able to pull off your combo without slowing down your mana development.

To remedy these issues, first I suggest swapping out the Tolaria Wests for Polluted Delta. Fetchlands help search for Watery Grave when necessary and help thin and shuffle the deck, so it’s more likely you’ll get your combo pieces.

(more comments to follow...)

DeltaMoth on 『Grixis Prowess』Suicide Salesman

1 month ago


Don't you worry about not having experience, your suggestions are very valid!

Apostle's Blessing is great for:

Giving your creatures an extra prowess trigger,

Making them generally unblockable early in the game where the damage means most,

Hurting you directly with Phyrexian mana to empower Scourge of the Skyclaves,

Protecting your creatures from harmful spells, similar to how you'd stub a push.

It's dead in hand most of the time, but good for squeezing out extra damage. You find yourself holding up 1 mana when you can to protect your most important thing, be that a Scourge, Slifer the Sky Dragon or even a simple Swiftspear. I like to keep at least 2 in for those choice moments when the opponent is highly interactive, and it's an easy board swap when they're not.

Light Up the Stage was an addition from the Izzet Prowess list. I find it's good for refilling my hand after I've made a devastating blow on T3. Running out of gas is a killer and this is good for picking up the pace. I have no idea what I'd take out for a fourth, it was already hard to squeeze in the three I have!

I feel that both Lava Dart and Gut Shot are in good places right now. I could swap out one of each for the other or visa versa, but I see them quite a lot when I need them.

Gut Shot is also great for enabling Stormwing Entity T2, so I'd be moving out a Dart for a Shot in most cases.

I did actually try the 1-of Watery Grave and found that the hands I was drawing with it in were stymied by it not producing red.

In the end, the chances that I'd draw either just my Scourges, Stormwings and Thoughtseizes without any red cards are few and far between. My large amount of fetches over shocks do more than enough to fix my mana and destroy my life total.

Also, on the topic of basics, you find a lot of players using both Path to Exile and Field of Ruin. If I played one less basic, the deck would be far less useful against these cards, turning Paths into 1 mana exiles with no upside for us, and Fields into Wastelands.

Thank you for your interest in the deck!

DragonSliver9001 on

1 month ago

you can cut anything cmc 4+, and i'd recommend Hedron Crab, fetchlands so you can trigger the crabs twice in a single turn, Glimpse the Unthinkable, Mesmeric Orb, and Fraying Sanity.

i almost recommended Mind Sculpt, then saw you mentioned Maddening Cacophony which would be a strict upgrade. stay away from lands that enter tapped. you'll want Polluted Delta, some other fetch that can get an island (to prioritize turn 1 crab), Watery Grave, and Drowned Catacomb. you can skip the planeswalkers and enchantments in favor of more efficient removal and counterspells like Fatal Push and Mana Leak

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