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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Trade

Have (3) Azdranax , gildan_bladeborn , CompleteWaste
Want (8) Corruptions_Desire , Avacyn1986 , metalmagic , zandercp11 , Slappywag , ByDes19n , Darui , niot5

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

Latest Decks as Commander

Watery Grave Discussion

zAzen7977 on Trouble at the Old Mill!

3 days ago

That’s a good point about the Shores, and the risk/reward calculation between fastlands like Shores and checklands is something I’ve struggled with in my builds as well. I think it depends on a particular build’s mana curve, and whether a tapped fastland on Turn 4 will result in a loss. I run 2-4 fastlands in my builds that max out at 3-4 lands in play, and I only have problems 1% of the time. For some reason I always have had bad luck with checklands, so I try to avoid them, especially with builds with several non basic lands.

For this build, I think having access to an untapped U/B for no life cost during turns 1-3 is critical against burn or super fast aggro, so I would recommend Shores over Catacombs, especially since you are running Ghost Quarters. This will also matter when bringing in sideboarded cards. But ultimately it is a matter of personal taste.

Regardless if you choose the Shores or the Catacombs, I do think you need at least a couple U/B lands that don’t hurt when entering play to balance with the Watery Graves.

Also, here are some other suggestions for the sideboard: Spell Pierce (cheap protection against lots of threats), Force of Negation (amazing counterspell), Dismember (amazing creature removal), Echoing Truth (for tokens/creatures/artifacts/enchantments), Nihil Spellbomb (graveyard hate), Ratchet Bomb (for tokens/enchantments/artifacts), Spellskite (for burn), and Damping Sphere (for ramp/tron/storm)). Plus the new Feed the Swarm is interesting, you may consider that as well.

shadow63 on Nightmare (Final Draft)

3 days ago

Watery Grave is a may ability you don't need to pay the life. Plus you can search it with the Polluted Delta. With Drowned Catacomb unless you play it turn one or your only land is the flip one. Maybe two coast and two catacombs

Ryan689 on Nightmare (Final Draft)

3 days ago

I might use, Watery Grave, now that you mention it. Overall if you go against heavy hitters, that 2 life might be the difference between life and death. Truly depends on what kind of deck your up against.

shadow63 on Nightmare (Final Draft)

3 days ago

I think you can do better than Darkslick Shores the fast lands are only really good in fast decks. It wont hurt you offten with your super low curve but I suggest Watery Grave orDrowned Catacomb

zAzen7977 on Trouble at the Old Mill!

3 days ago

Hey Balaam__, this deck looks very effective! I am no mill expert, but I do have a humble suggestion. You may want to run a couple of Darkslick Shores instead of Watery Grave to help with the early game. Maybe even cut some basics to make it to 4 Shores. It seems like your goal is to max out at 3 lands anyway since you’re running 20 lands, and the Shores don’t hurt as badly when you’re going up against super fast burn or aggro.

Also, for the sideboard, I’d definitely dedicate 4 slots to Surgical Extraction. There are extremely fast graveyard self-mill recursion decks out there (with cards like Vengevine) that love to be milled, so I feel like that is your main threat next to burn.

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