Hollow Dogs

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

Hollow Dogs

Creature — Zombie Hound

Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn.

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Hollow Dogs Discussion

Funkydiscogod on Belltower Lurker

4 weeks 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.