Creature — Zombie Hound
Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn.
Printings View all
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Seventh Edition (7ED)||Common|
|Beatdown Box Set (BTD)||Common|
|Starter 1999 (S99)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
|Commander / EDH||Legal|
Hollow Dogs Discussion
1 year ago
I'm having a difficult time trying to explain why I dislike those abilities, and I think it's because its ability gives no real options on when to use it: after attacking, before damage is dealt is the correct time to activate it, and the only time you don't want to activate it, is if the opponent has an even larger flying threat.
It would be an interesting choice as a creature that gets weaker when attacking, but the "untap this" ability is better than vigilance: even Cryptic Command doesn't stop it from being a 5/5 flying lifelinking blocker.
Other cards that depend on whether it's tapped or untapped, are usually like Castle Raptors, Hollow Dogs, Fortress Cyclops or Sphinx Sovereign. It's rare to get an increase in power for blocking, or to get an increase in defense for attacking.
The only example I have of a "tapped matters" that comes with a built-in untap ability is Sword of the Paruns, which gives different bonuses based on whether its tapped or untapped.
That bat card only has a bonus for being untapped, so there's never a choice to be made. To fix that card, the first step is to get rid of that self-untap ability.