Sunken Hollow

Sunken Hollow

Land — Island Swamp

(: Gain or .)

Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.

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Printings View all

Set Rarity
Commander 2020 (C20) Rare
Commander 2019 (C19) Rare
Zendikar Expeditions (EXP) Mythic Rare
Battle for Zendikar (BFZ) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Frontier Legal
Pioneer Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Sunken Hollow occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

UB (Dimir): 2.49%

WUB (Esper): 0.71%

UBR (Grixis): 0.86%

BUG (Sultai): 0.66%

Sunken Hollow Discussion

multimedia on Dragonstorm Rainbow

2 weeks ago

Hey, nice version of Ur-Dragon except the Gates.

I don't think the Gates strategy is worth it unless you're playing a main dedicated strategy of getting Gates and getting more out of them then just lands for Maze's End. What the Gates are doing here is making the manabase terribly slow for not enough benefit. Golos is a good card without Gates.

My advice for a budget manabase is replace the Gates with some Tri lands (Savage Lands), Battle lands (Cinder Glade) and the less expensive Check lands (Sulfur Falls). Add Exotic Orchard in place of Maze and add more basic lands. Of course this would be for a budget manabase. If you can spend more than there's many other better manabase configurations to use.


Temur Ascendancy and Elemental Bond are very good repeatable draw with Dragons because they also trigger when Dragon tokens are created such as from the Sarkhans, Utvara, Lathliss, Dragonmaster Outcast, Skyline Despot. Wasitora will trigger Bond each time a 3/3 Cat Dragon is created. When creature tokens are created they enter the battlefield (ETB). Ascendancy is another haste enabler. Whenever you put a Dragon onto the battlefield it ETB such as with Ur-Dragon, Teneb, the Harvester, Bladewing, Quicksilver Amulet triggers Ascendancy and Bond to draw.

Dark Ritual, Seething Song and Mana Geyser are three of the better rituals in Magic especially Geyser in multiplayer Commander since it looks at all your opponents tapped lands which can equal a lot of red mana on your turn.


Budget manabase example (38 lands with 26 red sources, 20 green, 16 white, 15 black, 15 blue):

Good luck with your deck.

multimedia on Aminatou, the infected

2 weeks ago

Hey, interesting version of Aminatou. I don't think DC/Oracle and Infect are causal strategies, but if that's what you want to play then more power too you. Be careful with Infect in a causal setting as you will become the archenemy until you stop playing it.

Your deck is missing two cards to give you 100. I suggest adding Sol Ring and Wishclaw Talisman. Sol is a staple card in Commander, one of the best cards for ramp. Wishclaw is very good with Aminatou since you own Wishclaw. Activate Wishclaw, tutor for any card. An opponent gains control of Wishclaw, but that opponent doesn't own Wishclaw and can't activate it because it will be tapped as well as it's not your opponent's turn. -1 Aminatou to blink Wishclaw, you gain back control of it untapped with three new wish counters on it.

28 lands is not enough land for a 99 card Commander deck. Consider 36 lands? 36 lands I've found to be the sweet spot for most Commander decks as it makes it so you consistently are not land screwed as well as not land flooded.

Lands to consider adding:

Cards to consider cutting for more lands:

Good luck with your deck.

multimedia on Blink it ! esper test

1 month ago

Hey, nice budget version of Aminatou.

One of the best budget cards with Aminatou is Wishclaw Talisman. Activate it for one mana, tutor for any card. An opponent then gains control of it, but that opponent doesn't own Wishclaw you do. Your opponent will gain control of Wishclaw tapped, but they can't use it because they gain control of it tapped it's not their turn. Blink Wishclaw with Aminatou's -1, it returns to your control untapped with three new counters on it. Scheming Symmetry is another powerful budget tutor with Aminatou since the card you tutor for is put on top of your library. +1 Aminatou to draw that card.

Budget lands to consider adding:

Good luck with your deck.

Muneer on Lazav Casual

1 month ago

Lazav machine broke.

I'd recommend cutting Blood Operative, Dimir Spybug, Nightveil Sprite, and Whispering Snitch. Surviel is a fun mechanic, but it doesn't do much in commander. If you do want to keep the Surviel theme, you should put in Disinformation Campaign

I'd recommend cutting Dissolve for Muddle the Mixture. Most of the time the cards you want to really counter in commander are usually instant and sorcieries, and Muddle the Mixture helps you tutor out your Mindcrank

I recommend Taigam, Sidisi's Hand. He helps with the mill theme, is in your colours, and can act as removal if you need it. He's basically like Underrealm Lich

100% try to put Notion Thief, especially with all your windfall effects.

Mind Grind is a fun mill card. Cards like Psychic Corrosion mill a TON with the hand replacement effect you've got

With all your milling Drown in the Loch becomes really good. I'd cut Devious Cover-Up for it.

Also, you should put in Darkwater Catacombs, Sunken Hollow, Temple of the False God, Talisman of Dominance, and Tainted Isle

I'd cut Commander Sphere for Mindstone

multimedia on Admiral's Orders

1 month ago

Hey, good start, nice Dockside Extortionist and Vampiric Tutor :)

Consider more one/two drop Pirates especially ones with flying? More overall one/two drop Pirates helps to assemble a battlefield of Pirates to attack the turn you play Brass.

Forerunner of the Coalition is a Pirate tutor and it can also be a repeatable source opponents' lose life when a Pirate ETB. Ruin Raider can be repeatable draw at your end step with attacking Pirates. Anger and Wonder are good with Pirates especially Wonder giving them flying evasion. Giving all your Pirates including Brass flying can be a win condition with attacking Pirates. Brass is much better when she has haste letting her attack the turn you cast her. Pirates who can attack the turn you play them can help to trigger Brass's gain control ability quicker.

Buried Alive can tutor for both Anger/Wonder as well as one other creature and put them all into your graveyard. Can also use Buried with Phyrexian Reclamation and/or March of the Drowned as a way to tutor for Pirates put them into your graveyard and then recur them to your hand. Reclamation can be helpful repeatable recursion for Pirates since Pirates are going to die over the course of a game.

Marchesa, the Black Rose is not a Pirate, but she can be a repeatable source of reanimating Pirates. Dethrone is an attacking ability where as if a Pirate attacks your opponent with the most amount of life then that Pirate gets a +1/+1 counter. With Marchesa if that Pirate dies then it will come back to the battlefield at your end step. Metallic Mimic is a Pirate when it ETB who interacts well with Marchesa since Mimic can put a +1/+1 counter on another Pirate when it ETB.


Adding some more ramp can help game play:

Some budget lands (each $5 or less) to consider adding:

These are budget land options, but of course there's many other better options for lands that are more expensive.

Good luck with your deck.

multimedia on Draconic Domination

1 month ago

Hey, nice budget version of Ur-Dragon.

Casual Dragons is not meant to have fast game play. You want to be slow to build up ramp/color fixing to cast high CMC Dragons or cheat them onto the battlefield. My suggestions are to improve the color fixing which will help game play. If you can more easily make different colors of mana then it's easier to cast cards. Ramp that's also better at color fixing can be an improvement for five colors.

Cards to consider adding:

Indatha Triome and Ketria Triome are three different land types making them great for color fixing. Indatha and Ketria are Forest lands meaning that Nature's Lore and Skyshroud Claim can search and put onto the battlefield. Skyshroud can get both Indatha and Ketria which gives you five colors with only two lands. Farseek can also search for one of these Triomes.

Glade, Vista, Hollow, Stream and Marsh are called Battle lands and the reason to add them is they have interaction with basic lands and they're two different land types. Because they're two different land types then you can search for them and put them onto the battlefield with land ramp spells that can get a dual land such as Farseek.


Cards to consider cutting:

  • Vivid Crag
  • Vivid Creek
  • Vivid Grove
  • Vivid Marsh
  • Vivid Meadow
  • Frontier Bivouac
  • Sandsteppe Citadel
  • Curse of Bounty
  • Curse of Verbosity
  • Armillary Sphere
  • Kodama's Reach

The Vivid lands need a way to keep putting counters on them such as proliferate. But adding proliferate just for the Vivid lands is not worth it and I don't suggest doing that. If don't have a way to put more counters on Vivid lands then they become too unreliable for color fixing.

Reach is fine ramp, but could be upgraded since it can only get basic lands. Sphere is not worth playing since it's not ramp; it only puts the basic lands you search for into your hand not onto the battlefield. The curses will help your opponents too much which is not what you want to be doing. The times in the game you would want to be casting these curses should instead be used to cast ramp.

Good luck with your deck.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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