Watery Grave

Watery Grave

Land — Island Swamp

(: Gain or .)

As this enters the battlefield, you may pay 2 life. If you don't, this enters the battlefield tapped.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Watery Grave Discussion

K0rt on Grixis control

3 weeks ago

Your mana is currently a bit of a mess. You want untapped black on T1 for the hand disruption and then UU and BR on T2 to with Kroxa, Titan of Death's Hunger and Counterspell together, almost guarteeing starting the game at 16 life. As the game continues you want BBRR for Kroxa and UUU for Snapcaster Mage + Counterspell. You also have double island, which is going to be extremely awkward with Kroxa, especially since you going to be fetching them pretty often to save life in the aggressive matchups. As it stands in your build you're going to be taking 6+ damage from your lands per game, especially since you have 9+ shocks. I would per cut 2 Steam Vents and 2 Watery Grave and 1 Bloodstained Mire to add a 2 Creeping Tar Pit for a man-land late game, a Mountain to have a painless untapped red source and some Darkslick Shores for untapped painless black on T1. You could also play some Field of Ruin to help in the Amulet Titan and Tron matchups.

As for cards you currently don't have any methods outside of the Lurrus of the Dream-Den + Mishra's Bauble engine to draw cards or gain card advantage, which is extremely easy to disrupt and is going to lead to a lot of situations where you're going to be out ground in the Control mirror or by Stoneblade decks since both these types of decks can deal with Kroxa easily. Search for Azcanta  Flip is a good method of doing this, it bins cards for Kroxa and works well with counterspells. I'm a big Expressive Iteration fan, although it works best in a discard-based control decks and more Aggressive Grixis Builds since you can play [Inquisition of Kozilek] and Thoughtseize proactivly. Cryptic Command is another way, although it is basically unplayable in the same deck as Kroxa due to mana requirements and is much better in a blue-based Sprite Dragon Grixis control version.

I'd also play 4 Lightning Bolt . It's in a very good position in the current meta and a large number of games are won by Bolt Snap Bolt. If your playing Kroxa Thought Scour is extremely good. It increases the amount of T4 Kroxa being cast while also milling Brainstone activations and Snapcaster targets. Collective Brutality is very good against aggro decks like Burn. Dauthi Voidwalker is a very good card against decks like AsmoFood and BR Midrange and can be played in the main deck or the sideboard. I also Jace, Vryn's Prodigy  Flip in these still of decks as a way of gain card advantage that can be replayed with Lurrus, although it is mostly a pet card for me and isn't really competitive.

Caerwyn on Dimir Mill

1 month ago

If not taking budget into account, you would want a number of fetch lands (4x Polluted Delta , then some other lands that can hit either Blue or Black; preferably blue to fetch islands, since you run more Blue mana spells and the blue can hit your Watery Grave anyway). Competitive mill wants to run heavy on Fetches, since each Fetch land basically reads "Pay 1 life: get the land you need and your opponent mills 6*X, where X is the number of crabs you control). Unfortunately, given Wizards' frankly untenable aversion to reprinting Fetches, despite the fact that they are a staple in every single format in which they are legal, running a full contingent of Fetches is quite pricey, and will tear through your budget rather quickly.

That said... I honestly think the Fetches may be a necessity to a competitive mill deck--a lot of your milling power comes from those crabs, and Fetches double the milling you get from any land drop. Fetches also allow you to bank milling--you can play a Fetch on one turn, then not crack it until you need the land it would provide--that means you can save up your Fetches lands until you have more crabs in play and will get more milling from the land you fetch .

A singular copy of Oboro, Palace in the Clouds is another great addition--you do not want to draw too many of them, but it gives you a repeatable "mill 3 * X" if you do not have any other lands in-hand. However, Oboro is well overdue for a reprint and is quite expensive right now--it helps the deck, but is not necessary.

I am not a fan of either Sunken Ruins or Sunken Hollow for mill. Mill is a lot like burn--you want to hit them hard and fast, and burn them down every single turn. On your first turn, you really want to be able to drop a Crab, so you can get the additional burn with your land drop each turn. Both the cards you named are not viable on turn 1 in mill--neither can be used for a turn 1 crab, and you do not want your mana base to be too heavy on lands that are worthless to you on turn one (especially since you already need to have 3 lands in your deck--those Field of Ruin s--which you do not want turn 1).

If you are not going to go heavy on shocks, a full set of Watery Grave will be helpful--two life isn't that big to ask. Underground River is an okay budget land, though it is going to be disproportionately bad in mill since a large number of your spells have no generic mana requirements.

Doombeard1984 on Bolas's Super Friends

2 months ago

Ok, so firstly, 10/10 for flavour on the deck. Definitely a +1.

So there is some things that I think would be useful however for you:

  1. Obviously, no tap lands would be ideal, but I understand budget and stuff can be problematic. You could look at things like the Modal Dual Faced land cards from Kaldhiem and Zendikar Rising ( Clearwater Pathway  Flip etc. If you are able to stretch to Shocklands Watery Grave , Blood Crypt and Steam Vents ) then these are certainly worth the investment.
  2. There are some really good other Planeswalkers you could include. Liliana Vess would give you some tutoring ability to find pieces you want. Ashiok, Dream Render shuts down your opponents ability to search, and you can exile opponents graveyards if needed. Also, if you are wanting that "Planeswalker vibe", The Chain Veil is both awesome and super flavourful in the story of Bolas, Lilly and there deal they struck. Also, Narset, Parter of Veils will stop your opponents getting card advantage on you.
  3. Seeing as you have Niv in here in his many forms, Curiosity is an easy combo here that can result in killing your opponent. Only thing is you need to wary of the number of cards in your deck.
  4. To help you cheat some of those hefty costed dragons into play, you could consider Cryptic Gateway . Your Dragons can pay for more dragons.
  5. Honestly, some card draw could be useful too. Phyrexian Arena and Greed are some could card generators to help keep you with a stacked grip. You could also use things like Rhystic Study and Mystic Remora if your budget allows.

Good luck with the deck. Will be cool to see how it evolves.

zAzen7977 on Grixis Superfriends

2 months ago

Hey Mtg_Mega_Nerds! I like your build! I am no super friends expert, but I have a few suggestions you may like. I don’t see a budget tag so I’m making recommendations regardless of cost.

I would run about 6-8 total fetchlands ( Scalding Tarn , Flooded Strand , Bloodstained Mire ) instead of Fabled Passage. And shocklands over the Temples ( Watery Grave , Steam Vents , Blood Crypt . Adding these cards will greatly increase your speed and consistency. You don’t have to play the shocklands untapped if you want to save life, but at least you have the option. Running these cards will make the Signets basically unnecessary, as you can just fetch the lands you need. Same with Crumbling Necropolis, which comes into play tapped and is too slow for my taste. Another good land is Fiery Islet for card draw.

I agree with TriusMalarky that your mana base does not support Counterspell. Remand would be a better fit. Also 4x Thoughtseize will be a great fit, since it will help remove threats preemptively and scope out your opponent’s hand. You have no other way of dealing with problematic artifacts or enchantments and you are running relatively few one-drops. Angrath’s Rage only covers artifacts. Inquisition of Kozilek is a decent substitute.

I would run 3x Damnation over Ritual of Soot, since the former is strictly better. Languish is ok if your meta has lots of small indestructible creatures. Dismember is a viable alternative and costs less mana. Another alternative is Bontu's Last Reckoning , since you can use loyalty abilities regardless if your mana is tapped.

You may also want to consider 4x Feed the Swarm on your sideboard to combat enchantment decks.

:)

DevoMelvminster on Yarok Help

3 months ago

Also, this deck doesn’t seem to care about budget, so get the shock lands! Breeding Pool , Watery Grave , and Overgrown Tomb are better than a lot of other lands you have now.

PickleGUY on Wrexial the Risen Deep

3 months ago

I love the idea of this deck. Have been looking for a good Wrexial list for a while now. I would say Field of the Dead might be to expensive and you might want to replace is with something like Watery Grave or Darkslick Shores . They are not exactly super budget, but they aren't as expensive Field of the Dead .

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