Hollow One

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Hollow One

Artifact Creature — Golem

Hollow One costs less to cast for each card you've cycled or discarded this turn.

Cycling (, Discard this card: Draw a card.)

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Hollow One Discussion

Zrobass on Wet Jund

12 hours ago

Thank you for the suggestions. I am not a big fan of Damping Sphere in my deck, and will need to take a harder look at Cast Down for the exact reasons you mention. Although, Hollow One is not much of an issue for me because I play so many fetches to turn on Revolt on Fatal Push.

The big suggestion I really like here is Countersquall, which very well may be better than Negate. Quite honestly, I forgot the card existed... In any event, this deck started as more of a control deck but turned into more of a low-to-the-ground Jund playstyle deck over time, which has been (at least in my meta) a stronger deck.

cplvela0811 on Wet Jund

13 hours ago

Zrobass:

Hey, I like that these colors are your choice. +1! I also really like the 4x Creeping Tar Pit.

If I may, have you considered Countersquall, over Negate? The life loss, paired with Collective Brutality is pretty sweet.

Also, Damping Sphere is legit against Tron & Storm style decks.

Cast Down is a newer card that came out and helps these colors deal with decks like Hollow One and creatures like Primeval Titan.

Either way, I like your 75. The Tireless Tracker, Dark Confidant, Serum Visions, and Search for Azcanta  Flip, must make for some interesting draws and advantage.

Here's my 75, but it is more Control oriented:


Salty Control

Modern cplvela0811

SCORE: 121 | 336 COMMENTS | 20710 VIEWS | IN 38 FOLDERS


Xica on American Control

1 day ago

lukas96

So whats Lightning Bolt gonna do against Hollow One, Gurmag Angler, Bloodghast, or Flamewake Phoenix? I mean its just the second most played deck in the dormat, so who cares....

(In my humble opinion poor old bolt is exquisitely useless against H1 decks. Moreover one of the main reasons behind the deck's success is that it has "hexproof" from both Lightning Bolt & Fatal Push.)

Its a removal spell until turn ~3, after that in the wast majority of cases it becomes a burn spell. I mean its used like discard, to disrupt early game, but has a mode where it can go to the dome, once it becomes useless.

And yes it will be played in jeskai. Still i would advocate diversifying the removal suite, by cutting some number of bolts in the main for Abrade - since the latter is much much better against the two most common decks (+ affinity), and not significantly worse in many other matchups - except maybe things like ponza?

Xica on American Control

2 days ago

lukas96

Ok...

I will concede that lightning bolt will kill humans if no Thalia's Lieutenant is afoot.

However after various humans the following are the most played creatures in modern, in this order: Scavenging Ooze, Tarmogoyf, Birds of Paradise, Tireless Tracker, Tasigur, the Golden Fang, Gurmag Angler, Thought-Knot Seer, Bloodghast, Hollow One, Reality Smasher, Ulamog, the Ceaseless Hunger, Arcbound Ravager, Etched Champion, Flamewake Phoenix, Ornithopter, Signal Pest, Vault Skirge, Memnite, Steel Overseer, Courser of Kruphix, Goblin Guide, Matter Reshaper, Wurmcoil Engine, Master of Etherium...etc.

So out of those 24 creatures it can kill, like what? 9 of them? and a not insignificant amount of these cards are just enablers like Birds of Paradise, Goblin Guide, or various cheapo artifacts - yeah its great if you can remove them before the opponent is established.

But there is one thing that is even better, if the same spell you could use to kill these enablers would also hit the power cards they let the opponent play. Since in that case, the card actually does something if you topdeck it later.

Oh yeah it can go to face, tell that to Wurmcoil Engine...

Wouldn't Path to Exile do the job better? ...i mean do the job at all. If it can't remove relevant creatures its not a removal spell - if its very conditional its a bad removal spell.

ToolmasterOfBrainerd on Wait, you play Grixis? Why?

3 days ago

Grafdigger's Cage is good, especially because it is playable against any Snapcaster Mage deck in addition to Hollow One. My own snaps prevent me from playing it. Although in all honesty I could probably play it anyway. Things to think about.

Anger of the Gods is great against Humans too, which is another problem deck for me. And Dredge, if anyone plays that anymore.

Leyline of the Void is the real deal against Hollow One. If I can turn 0 Leyline, basically their only way to win is to drop turn 1 Flameblade Adept followed by Hollow One into a few big swings. I have to keep any hand with Leyline and 1 land, so they can catch me with my pants around my ankles if I don't have a Lightning Bolt. But odds are pretty good I have a Lightning Bolt or Fatal Push. Unfortunately, Leyline of the Void is expensive right now, so I don't have any yet.

Eldrazi decks and Hollow One are my biggest problems. Cavern of Souls is the biggest problem out of Eldrazi decks. If not for that, I could Ceremonious Rejection them into oblivion. But alas, I can only do that sometimes.

cplvela0811 on Mind Veil: Sultai 75

3 days ago

ToolmasterOfBrainerd:

In all honesty, I have not come up against a lot of Eldrazi Tron, as of late. I know they use the 12 Urza lands, so I would make an intellectual connection regarding Damping Sphere. Little aggro is fine, but big aggro is a pain. especially when their top-decks are better. Because of this and Humans, I opted for the 2x Damnations in the main.

Hollow One, is a pain! straight up. Against any deck, even Tron--2x Hollow Ones dropped on turn 1 is nearly lethal--depending on their T2 play and your hand. Abrupt Decay & Fatal Push are neat, but cannot do what is necessary. The smaller guys are fine. Cast Down helps a bit, and is literally included for Reality Smasher/Hollow One decks. I may need 2x. I wish i had your Terminates! XD

Thank you. that is very kind of you.

ArchonBlue on Esper Control

4 days ago

Yea Hollow One and Primeval Titan are big ones, and with how long games can go in a Control matchup I have totally had opponents hardcast Street Wraith. If this deck was lacking white I'd include Fatal Push for the lower cmc, but with Path to Exile as my main spot removal I don't think I need it.

Oloro_Magic on Esper Control

5 days ago

DankStompy ArchonBlue Cast Down is simply the worse option. Dank I don't know what meta you are playing in and it might be the right choice for you but Cast Down is in no way strictly better than Fatal Push. Push is and continues to be a format defining card and if we take a closer look at the top played creatures in modern (As per MTGGoldfish):

Noble Hierarch

Snapcaster Mage

Street Wraith

Thalia, Guardian of Thraben

Bloodbraid Elf

Scavenging Ooze

Tarmogoyf

Birds of Paradise

Reflector Mage

Thought-Knot Seer

Of the above only Street Wraith cannot be pushed and even then no one is hard casting a Street Wraith in modern. In fact the first instance of non-pushable creatures comes at number 22 in Gurmag Angler and number 23 in Hollow One and then the only other card in the top 50 in this group is Primeval Titan at number 42.

Revolt is incredibly easy to trigger with an ideal manabase of fetches and shocks, I've never had an issue triggering revolt in modern. The debate here largely comes down to efficiency, Push answers turn one Goblin Guide and a quick affinity start immediately, Cast Down simply can't, maybe there is room as a one-of but not in favor of Push, but more so in a role similar to Terminate or Murderous Cut. The speed of modern though demands push, and will continue to for a very long time, one mana removal is just more efficient, and anything that can't be pushed can be Path to Exile.

Also Esper Charm is sneakily the best card in this deck, its removal, discard, and card draw wrapped into one, it does everything control wants with added flexibility. With the fetch-shock manabase its relatively easy to set up as well without being difficult to cast.

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