Sunken Hollow

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2019 (C19) Rare
Zendikar Expeditions (EXP) Mythic Rare
Battle for Zendikar (BFZ) Rare

Combos Browse all

Sunken Hollow

Land — Island Swamp

(: Gain or .)

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

Browse Alters

Sunken Hollow Discussion

multimedia on Marchesa Theft

2 weeks ago

Hey, saw your forum topic asking for help.

Good start here for your first Commander deck. The decklist is missing Marchesa, the Black Rose , no image of her card. To make her the official Commander of your deck then add her to the decklist in the editor with a CMDR tag.

1x Marchesa the Black Rose *CMDR*

Marchesa can benefit from a combo and that's why Sage of Fables is a card to consider adding. Sage combos with Wizards with persist and undying creatures because it removes the -1/-1 counter of persist by canceling the counter with a +1/+1 counter. Sage can also remove the +1/+1 counter from an undying creature allowing it to keep undying. If not using Sage with a combo then she can be a good source of repeatable draw by removing a +1/+1 counter from a creature.

Sage of Fables + Puppeteer Clique + Altar of Dementia

This combo mills your opponents which puts creatures into their graveyards, then you steal those creatures with Puppeteer and attack your opponents with those creatures. Puppeteer can repeatedly steal opponents creatures from their graveyards, or gain control of them with Marchesa, or exile them after you attack with them. Since Puppeteer is a Wizard when it ETB (enters the battlefield) Sage can put a +1/+1 counter on it. When it dies it has persist, but it doesn't ETB with a -1/-1 counter instead it ETB with no counter since the +1/+1 counter that Sage puts on it cancels out the -1/-1 counter. This interaction lets you repeatedly sac Puppeteer and it repeatedly comes back onto the battlefield.

The Puppeteer combo with Sage doesn't require Marchesa, but with her on the battlefield you can potentially gain control of opponents creatures your stole with Puppeteer. This interaction works because you can sac your opponents creatures before your end step. Doing this means that each creature that's saced will not get exiled. The creatures that attacked the player with the highest life total get a +1/+1 counter thanks to dethrone; if they're saced after getting the counter they will return to the battlefield under your control.


Other budget dual lands to consider adding:

Cards to consider cutting:

  • Vivid Crag
  • Vivid Creek
  • Vivid Marsh
  • Crosis's Catacombs
  • Visage of Bolas
  • Nicol Bolas, the Deceiver
  • Dark Privilege
  • Portent of Betrayal
  • Press into Service
  • Slave of Bolas
  • Yawgmoth's Vile Offering
  • Threaten

Unless you have a way to put more counters on a Vivid land then they're not worth playing, too slow and not reliably enough. Cards that are a repeatable source of stealing your opponents creatures are better than cards that are a single effect. Five mana to steal one creature is too much mana if you're only getting to do it once. Because you have Nicol Bolas you don't also need to play the Deceiver since Deceiver is a much worse card. Good luck with your deck.

multimedia on U wont like that

3 weeks ago

Hey, nice budget Esper deck. Looks like you're not finished?

In Esper colors you can take more advantage of opponent disruption and you kind of need more of it if you want to consistently cast Chromium, who's seven mana. Control the game more by slowing down your opponents which can give you more time to prepare the game for when you drop Chromium. I think you should stick with Tocatli Honor Guard . In fact I'm suggesting to expand on it. Of course this means cutting most creatures who have an ETB ability.

Chromium doesn't have an ETB ability and there's not very many creatures here who do. In Commander many decks, much more than not, rely on ETB abilities from creatures to get value or even to win. Shutting this off can give you a big advantage. Creatures who exile other creatures or permanents when they ETB are risky because of board wipes. When these creatures die from a board wipe then the exiled card goes back to the opponent. Board wipes are more important for Control then these creatures.

In Commander 26 lands is very low for a Control deck. This is the amount of land you would play in a 60 card Control deck in Standard. In Commander there's a lot more than 60 cards therefore you need more lands because you want to make your land drops each turn. Mana rocks and other spells that can get you lands in your hand or on to the battlefield can help, but even with these cards you need more land. You really want both. There's only 91 cards here; my advice is start with adding 10 more lands and the three budget Signets: Azorius Signet , Dimir Signet , Orzhov Signet .

Budget lands to consider adding:

Cards to consider cutting to add lands/Signets:

  • Fleet Swallower
  • Drowned Secrets
  • Psychic Spiral
  • Psychic Corrosion
  • Thought Collapse

Consider cutting the opponent mill theme? Opponent mill is not very good in multiplayer Commander unless your dedicated to it. Graveyards are a huge resource for so many types of decks in Commander; mill will most likely help your opponents rather than hurt them. I wouldn't play mill unless it's the main strategy of your deck. Playing many wheel effects and having infinite mill combos as win conditions.


Other budget cards to consider adding (some of these are in the maybeboard):

Cards to consider cutting:

  • Final Payment
  • Drown in Sorrow
  • Absorb
  • Deputy of Detention
  • Hostage Taker
  • Conclave Tribunal
  • Shell of the Last Kappa
  • Tome of the Guildpact
  • Dire Fleet Ravager
  • Sphinx's Insight
  • Ob Nixilis, the Hate-Twisted
  • Nightveil Predators
  • Basilica Bell-Haunt
  • Dimir Guildmage
  • The Haunt of Hightower
  • Rise from the Tides

multimedia on jodah

1 month ago

Hey, looks good for your first Commander deck. You haven't finished the manabase? Nice Ugin, the Spirit Dragon :)

What's the max budget for your deck? I ask because you haven't allocated yet for lands in the manabase. 35x basic lands is not going to work when you want to pay for spells. When playing five colors the manabase and the amount of color fixing you have in your deck is very important. If you don't make these things priority to focus on getting right then your deck will have a difficult time functioning when playing so many colors.

You have a good start by including the budget land ramp spells ( Cultivate , Sakura-Tribe Elder ), but you're going to want a lot more than just these spells for both ramp and more importantly for color fixing. You can build a five color manabase on a budget with basic lands using some dual lands that have interaction with basic lands, Tri lands and other budget lands.

Here's an example:


This example manabase is not ideal by any means, but it's low budget and a starting point for future upgrades. Sunken, Glade or Stream are dual lands that Farseek can search for since they're two different land types. Being able to land ramp with a dual land with Farseek makes Farseek better and helps with color fixing.

A budget manabase like this example can use color fixing from other nonland sources. Signets and other budget mana rocks that can make colored mana and ramp are options.

With Signets you can pay for the colorless mana cost with mana from any source such as a land. That mana then turns into two different colors of mana. For example if you have two Signets on the battlefield and two lands then that mana can be four different colors of mana. In this manabase example there's more green sources than others that's because green is the enabler color to help to get all the other colors with land ramp and mana dorks. There's more green than the rest because you consistently want to have green mana in the early game.

Joiner Adept lets you tap lands for any color of mana which is great color fixing when playing five colors. Chromatic Lantern is a more expensive price card that does the same thing and it's better because it also ramps. Faeburrow Elder and Paradise Druid are called mana dorks and either one can tap to make different colors of mana. Faeburrow by itself can tap to make two mana . With Jodah, Archmage Eternal on the battlefield it can make four mana . If you have Jodah and have a permanent on the battlefield that's black then Faeburrow can tap to make all five colors of mana.

Fertile Ground is an example of another source of color fixing/ramp that's different than the rest. It's an aura that enchants a land you control. When the enchanted land is tapped it makes two colors of mana; one mana that the land could produce and another mana of any color you choose.


Color fixing sources that also ramp are better than ones that don't. If you can as the saying goes "kill two birds with one stone" then it can help your deck. Including most cards that can do two different things you want are better than cards that can only do one thing you want. For example Cultivate ramps and color fixes since it can find two different basic lands. Izzet Signet taps to ramp and color fix two different colors of mana. Renegade Map only color fixes, it doesn't ramp because it only puts the land you search for into your hand not onto the battlefield and it can't tap to make mana.

Sylvan Scrying is one exception since it can tutor (search your library) for any one land and put it into your hand. That's powerful and helpful to have when you can get a land that can make any color of mana such as Command Tower or better yet Cascading Cataracts which can tap along with five other sources of mana of any colors to make all five different colors of mana. This land makes it easy to be able to make five different colors to cast spells with Jodah. Cataracts is good with ramp from mana rocks.

I have suggested a lot of cards which means if you want to include them then you'll have to make many cuts. I'm not going to give you suggestions of cuts now, but if you're interested in any of these suggestions then I offer to help to make cuts. This is the nature of building budget many colored decks in Commander; have to allocate a lot of deck spots to cards to help the manabase and to make sure your deck can function, so you can reliably cast cards. Good luck with your deck.

xaarvaxus on Yuriko Here We Go-Go

1 month ago

Sunken Hollow and Choked Estuary shouldn't be too expensive and both should have a pretty good chance of coming into play untapped as you have a good number of basics. Underground River also isn't too $$ as long as you can get your hands on a more recent printing of it.

multimedia on Alela EDH

1 month ago

Hey, good job for your first Commander deck. Nice Tezzeret the Seeker :)

When on a budget for the manabase it's better to rely on basic lands and dual lands that have interaction with basic lands. These can replace dual lands that will always ETB (enter the battlefield) tapped such as Azorius Guildgate and Dismal Backwater . The Guildgates and Life lands are not better than a basic land.

Lands within the budget to consider adding:

Land to consider cutting:

  • Azorius Guildgate
  • Dimir Guildgate
  • Dismal Backwater
  • Scoured Barrens
  • Tranquil Cove
  • Jwar Isle Refuge
  • Vivid Creek
  • Dimir Aqueduct
  • Temple of Deceit
  • Temple of Silence

I see too many creatures that don't interact with Alela. Nonartifact/enchantment creatures don't have much interaction with Alela. My advice is cut a lot of these creatures for more artifacts, artifact creatures and enchantments. You have Tezzeret that's a good reason to expand on artifacts.

Lots of mana rocks are good with Alela because they can be used to make ramp to play her faster and then after she's on the battlefield they can create Faeries. I see you have the Signets already which is great, but consider more budget mana rocks?

Three drop mana rocks such as Coalition Relic which you have are fine, but if you can replace a three drop mana rock such as Obelisk of Esper , Mana Geode with a one or two drop mana rock then this will help your deck.

Consider cutting the creature base down to only a few? Keep: Strix, Architect, Shimmer Myr, Simulacrum, Assembly, Master, Seer, Rider, Titan? Can then replace the other creatures with more artifacts/enchantments to make more interaction with Alela.

Cards within the budget to consider adding:

Etherium Sculptor and Foundry Inspector are good as low mana cost artifacts that reduce the mana cost of all other artifacts you cast. CMC artifacts are free for you to cast with one of these on the battlefield which can help to chain cast artifacts and make a lot of Faeries. Casting two drop mana rocks for is also good. Sai, Master Thopterist and Mirrodin Besieged are three drops that any artifact you cast after creates an artifact creature token.

If you're wanting to attack with a large Faerie/Thopter army then Bident of Thassa and Cranial Plating are cards that you want. Bident can be busted repeatable draw with attacking flying creatures. Cranial is good to equip to Alela since she has flying and the damage she does to a player is Commander damage. Throne of the God-Pharaoh is a deceptively powerful two drop artifact with Faeries. The life loss this can do will add up fast since it's repeatable at your end step making all your opponents lose life not just one.

Good luck with your deck.

lagotripha on Budget Vengecrab

1 month ago

Needs more Shriekhorn . Land wise, you can still do a lot- I'm not talking hedron and fetches, I'm talking River of Tears Sunken Hollow Drowned Catacomb Fetid Pools Shelldock Isle Temple of Deceit , and Ipnu Rivulet / Scavenger Grounds .

multimedia on Zur The Enchanter

1 month ago

Hey, good start for a budget deck, nice Necropotence :)

Improvements to consider making are adding more Dimir dual lands that can ETB untapped or have interaction with basic lands. More ramp to be able to play Zur faster and adding cards that have good interaction with Necropotence .

Cards within the budget to consider adding:

For Voltron Zur you can with Zur assemble the Necropotence and Empyrial Armor combo. Diplomatic Immunity is good protection for Zur and you can still enchant Zur when you cheat an enchantment into play. Mystic Remora is one of the best enchantments in Commander, it can be a repeatable source of card draw. Zur is blue and white meaning Steel of the Godhead gives him +2/+2 lifelink and unblockable.

Command Tower and Exotic Orchard are Dimir dual lands that ETB untapped. The Check lands (Catacomb, Chapel and Fortress) have rotated out of Standard meaning these lands are the cheapest price they have been in two years. Getting one of each of them now starting with these three and then the other seven is a good investment for Commander.


Cards to consider cutting:

  • Azorius Guildgate
  • Dimir Guildgate
  • Dismal Backwater
  • Meandering River
  • Submerged Boneyard
  • Tranquil Cove
  • Transguild Promenade
  • Rupture Spire
  • Gateway Plaza
  • Horribly Awry
  • Polymorphist's Jest
  • Make a Stand
  • Essence Scatter
  • Norn's Annex
  • Unquestioned Authority

Good luck with your deck.

multimedia on

2 months ago

Hey, interesting budget version of Atraxa.

Atraxa is your best source of life gain with her lifelink because the damage she does to a player is also Commander damage. She already has evasion (flying) meaning you're most likely going to be gaining life when she attacks. Gaining life while at the same time potentially killing your opponents. I would focus more on Atraxa and beefing her up which then in return makes cards that benefit from gaining life better. Counters are a fine way to beef up Atraxa because they also interact with her proliferate. Consider including more ways to get counters on Atraxa?

Cards within the budget to consider adding:

Counter Engines

Ancient, Escalation and Advokist are repeatable sources of counters to put on Atraxa. Even though Escalation and Advokist put counters on an opponent's creature Atraxa is still going to be bigger and more powerful. These cards and Ancient can beef up Atraxa quickly. A big reason to add Climb is Winged Temple of Orazca . It's a win condition land with Atraxa.

Draw and Tutors

Ramp

Ramp that can make any color of mana is very helpful when playing four colors with a budget manabase. Adding more of it lets you ramp into Atraxa faster.

Value from Gaining Life

Sunmare and Resplendent are repeatable sources to make big tokens when you gain life. Resplendent is very good with Lyra Dawnbringer . Well is good when you're consistently gaining life, turning that life gain into drawing cards.

Lands Upgrades

The Pain lands (Llanowar, Coast), Battle lands (Vista, Sunken, Stream) and Check lands (Woodland, Sunpetal) are upgrades for the Bounce lands. The Battle lands are good with Basic lands and Farseek to be able to search for a dual land. The Check lands are good with the Basic lands and the Battle lands. If you cast Atraxa with Opal then she ETB with a counter on her ready to proliferate.


Cards to consider cutting:

  • Azorius Chancery
  • Dimir Aqueduct
  • Dromar's Cavern
  • Golgari Rot Farm
  • Orzhov Basilica
  • Selesnya Sanctuary
  • Simic Growth Chamber
  • Thespian's Stage
  • Myriad Landscape
  • Ill-Gotten Inheritance
  • Lawmage's Binding
  • Spirit Loop
  • Witching Well
  • Ageless Entity
  • Arvad the Cursed
  • Basilica Bell-Haunt
  • Bloodbond Vampire
  • Elderwood Scion
  • Vampire of the Dire Moon
  • Horizon Chimera
  • Evra, Halcyon Witness
  • Elite Guardmage
  • Deathsprout
  • Scour All Possibilities

Good luck with your deck.

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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%