Hollow One

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.)

Latest Decks as Commander

Hollow One Discussion

legendofa on Looking for (virtual-/) 1-drops w/ …

3 months ago

I understand. I'm not sure you're going to find anything more efficient, with fewer hoops to jump through, than Hollow One or Vexing Devil . It's an interesting deck idea, and there has to be a way to make it work. Good luck!

sergiodelrio on Looking for (virtual-/) 1-drops w/ …

3 months ago

Hi folks!

So I want to see how I could capitalize more on Stubborn Denial and Ponder ing creative options.

Please suggest creatures, of any color, that could be cast for 1 mana, or less, and have or easily gain a power stat of 4 or more.

Here's what I got so far:

+++ Edit:

Levellers are off the table, they just need too much mana to pump.

Which ones am I missing? Not looking for creatures that get pumped by a specific other spell, but rather pump as I play, or get heavy cost reduction. I really need stuff that reaches power 4 quickly and/or easily and not jump through too many hoops.

Thanks in advance!

[email protected] on Belzo, Demon Warlord

4 months ago
  1. Pay 4{C}2{B} to cast Demonlord Belzenlok .

  2. Exile any black card not necessary to the combo to cast Unmask on yourself discarding Phantasmagorian .

  3. Discard Skirge Familiar , Dread Return , and any other non-combo card to return Phantasmagorian hand.

  4. Cast Deepwood Legate for free. If none of your opponents control a Forest , you will need: one extra {B} and two additional activations of Phantasmagorian 's ability (discarding 6 non-combo cards) to be able to fully delve into Sibsig Muckdraggers . Sibsig Muckdraggers ’s trigger requires an additional creature be present in your graveyard in order to avoid returning Skirge Familiar to your hand. Dross Golem can also be used here in place of Deepwood Legate .

  5. Cast Hollow One for free.

  6. Flashback Dread Return by sacrificing Demonlord Belzenlok , Hollow One and Deepwood Legate to return Skirge Familiar to the battlefield.

  7. Use Skirge Familiar 's ability to discard Skithiryx, the Blight Dragon , Lotus Guardian , Endling , Cinderhaze Wretch , and Dread to add 5{B}. -- Skirge Familiar can generate mana to cast Meteor Golem to deal with direct threats to the win condition.

  8. Pay to cast Necrotic Ooze . If Necrotic Ooze gets countered, return it using Makeshift Mannequin or Sibsig Muckdraggers .

  9. Pay to give Necrotic Ooze haste (courtesy of Skithiryx, the Blight Dragon ).

  10. Tap Necrotic Ooze to add {B} (courtesy of Lotus Guardian ).

  11. Pay to give Necrotic Ooze undying (courtesy of Endling ).

  12. Alternate between Lotus Guardian 's and Cinderhaze Wretch 's abilities until Necrotic Ooze dies to add 2{B}. Once Necrotic Ooze comes back with a +1/+1 counter via undying, pay to give it haste and undying (again) then continue to alternate between Lotus Guardian 's and Cinderhaze Wretch 's abilities until Necrotic Ooze dies to add 4{B}. Repeat this process until you have infinite {B}.

--- Optional: Give Necrotic Ooze infinite +1/+1, haste, undying, menace, and deathtouch from Deepwood Legate , Skithiryx, the Blight Dragon , and Endling . Then use both of Cinderhaze Wretch 's abilities to make all your opponents discard their hands.

Finally, use the infinite {B} mana to cast Syr Konrad, the Grim , continue generating infinite mana with Necrotic Ooze , Cinderhaze Wretch , and Lotus Guardian , and bleed out all of your opponents from the infinite undying triggers. Syr Konrad, the Grim 's ability can also be used to mill everybody else at the table. Dread hitting the graveyard and immediately leaving will also trigger damage.

Mikaeus, the Unhallowed and Triskelion can also be discarded with Skirge Familiar and then reanimated using Living Death for an alternate win condition.

Xenephrim on Jeskai - Cycle Your Opponents to Death

7 months ago

Some recommendations:

Alhammarret's Archive: Works like Teferi's Ageless Insight, and doubles lifegain as well.

Drannith Stinger and Glint-Horn Buccaneer: Don't underestimate free passive damage. It may not seem like much up front, but it adds up over time.

Rielle, the Everwise: You may not run a bunch of instants and sorceries in your deck to get much for buffing her, but her passive card draw is really nice (especially with draw doublers).

Hollow One: It's a free creature (sometimes). Also cycles so you're not stuck with it if you don't need it.

Dream Trawler: I absolutely hate this thing, yet I believe it deserves a spot in a deck like this.

abby315 on Illuna, Wishlist

9 months ago

I don't think you have nearly enough token targets for all of your Polymorph spells. It's a bit hard to count but I think you have about 9, and most of those are lands (which you might need)?

There's a lot of efficient token generation effects in your colors:
Dragon Fodder / Krenko's Command
Saproling Migration
Arachnogenesis
Lazotep Plating is also a fantastic card that happens to create a token.

Sandwurm Convergence is a great enchantment hit that would also allow you to keep the Polymorph train running.

I don't think you have nearly enough cycling to take advantage of Unpredictable Cyclone or Hollow One (which is also a sad hit off of Polymorph) so I would cut them.

Also, Polymorphing into a cascade creature does not get you the cascade trigger. I know they might be in there as pseudo-Polymorph effects, but there are so many legit Polymorph effects that I don't think the ones you have are worth it. Maelstrom Wanderer is a possible exception because it has a decent ability if you hit it with Polymorph.

Titanoth Rex and Yidaro, Wandering Monster are super underwhelming.

Here are some other creatures to consider that are better Polymorph hits, because they have ETB effects:
Apex Altisaur
Terastodon
Nezahal, Primal Tide

Transmogrify is a polymorph spell you've missed, and it also works as a pseudo-removal spell. Reality Scramble is great, too, because you can polymorph any permanent.

Finally, you might want a few other Mutate creatures because they can retrigger Illuna. I'd only consider big creatures that you don't mind hitting on Polymorph, so:
Sawtusk Demolisher
Auspicious Starrix

Snowmen1 on Undying Retribution

10 months ago

Ok, as an update to this deck, I have played just over 50 matches with this deck between mostly online on cockatrice and in paper with friends. I am at a win-rate of about 27-11 against tried and true meta decks. when accounting for what I would call "jank" or otherwise just unproven, I am at 35-14. I have played against such decks as: Humans, Hardened Scales, Gruul Midrange, Yorion Flicker (pre and post ban), Eldrazi Tron, Green Tron, UW Control, Death Shadow (Mono-Black, Grixis, Jund, and Sultai), Burn, Prowess (Red and Izzet), Devoted Druid Combo, Spirits (UW and bant), Storm (though I need more testing here), Combo Goblins, Dredge (though I need more testing) and Titanshift.

Though I mostly see players that can see the interactions of the deck, it is quite a unique and unorthodox deck, and reasonably good players have made misplays- especially in seeing the interactions with Retribution of the Ancients as well as just seeing the mutate mechanic. I Also made changes to the deck over this testing period, though minor, in order to aid the deck is hard matchups as I identify them. I also have made misplays myself as I learned the ins and outs of the deck (and obviously still continue to do so). I also played most of my games with random people on cockatrice, which I have heard plenty of things about people not being good players on cockatrice, even though I would not say that is necessarily true. For these reasons and more, I would definitely take these results with a grain of salt and accept that there is a margin of error here (For better or for worse), but I think it is still great to learn from the testing that I have done over the past few weeks.

I have some findings to share here about these games:

  • This deck has a huge capacity to grind. Obviously turning your two-for-ones into like four-for-ones is good when the plan works, but just fighting with your opponent over getting the engine assembled while swinging in depletes them while bolstering the deck in most situations. As one of many examples, I managed to beat sultai-reclamation by getting the opponent to draw their deck out. I did this by pressuring their life-total while holding down Uro, Titan of Nature's Wrath, forcing bad cryptic plays by attacking, and just forcing bad lines. Though I did not count this in my win/loss because the opponent left after game one (which was like forty minutes) and I would consider the deck to be "jank" after the recent banning, I can confirm that the deck was close to meta because I saw all but seven of the cards the opponent was playing (which were in hand). point is though that the deck can grind HARD.

  • I find that against really fast decks like Prowess and Burn, you find yourself in a spot where you have to try to stabilize, and even end up getting outgrinded because of the constant pressure and considerations that have to be made on your life total which lead to sub-optimal lines. Though I had a decent amount of wins as well as losses in these matchups, I decided to add Life Goes On to the sideboard, which has really helped to improve the chances of winning here. I chose specifically Life Goes On because gaining eight life is particularly potent and almost always going to be active in this deck. This card also plays well in the deck because you will find a lot that the deck is practically built to leave up one untapped land for Retribution of the Ancients activations or casting Village Rites, which just makes having this card extra flexible, letting you play the lines you want to even if your life total is pressured (at least with the play-style I typically opt for when playing the deck).

  • I almost always side out Eldritch Evolution games two and three. I have pretty much relegated the use of this card to only being used for having the ability to combo more often and give flexibility for the given matchup I see in game one. The only toolbox stuff that I keep this card in for is against decks like storm and dredge really (though there may be other matchups where I need this that I haven't identified yet), where I will not only be able to essentially have additional copies of say Yixlid Jailer, but also be able to get a Lurrus of the Dream-Den to loop Nihil Spellbomb or Scavenging Ooze. The other toolbox card that I have for Eldritch Evolution is Phyrexian Revoker, but more often than not I would not have these two cards in the deck at the same time because this card has really only been used to deal with opposing Scavenging Oozes, even though I would still sideboard this card in as a toolbox card against say an opposing yawgmoth deck if that's something I'll ever see. For the most part though, opt for the play-to-the-board tempo/aggro plan when you can.

  • In matchups where I see discard spells, Unearth has been an absolute powerhouse. In the past, I would sideboard this card out no matter what to avoid being hit by graveyard hate as hard as this deck can be, but I found that you REALLY want this against discard spells and one-for-one removal decks just because it adds so much artificial redundancy. For what it is worth, cycling also helps dig too.

  • I found that I almost always side in Gemrazer. The mix between being able to interact and put on pressure is uncanny. I usually just side this card in as a hedge against graveyard hate, but there are so many random situations where you would want to have this card regardless of if you have a target for it or not (I'll list of a few random situations I found against various decks).

Places that I side in Gemrazer for: Show

In general, I would say that I love the deck and it is very fun when you can choose between playing a quick aggro game and a slow and methodical approach to playing. As I eluded to in the beginning of this post with saying I have played the deck in paper, I now have a completed build (minus the Verdant Catacombs)!

ilovemydoghisnameistuna on

11 months ago

This deck isn't actually my idea. The point (at least, of my deck) is to cast a bunch of really aggressive card draw/cycling to get a Conscription in the yard (fairly easy given Goblin Lore, Burning Inquiry, and Cathartic Reunion all draw 3+ cards and the cycling on Street Wraith is practically free). After that you cast a Hollow One for probably free and a Storm Herald for 3 (this is not a great cost, I may add some Simian Spirit Guides to make it a little easier), bringing the Conscription back into play attached to the Hollow One or even Flameblade Adept if it's gotten big enough. Because of this it isn't actually that difficult to get an ideal hand; the only things necessary are a card draw piece and some type of way to hold off your opponent like a Bolt.

I might add some discard pieces and go into black a little, just because cards like Thoughtseize are so powerful, but I want to keep the deck budget and a big part of that is keeping the land base mono color.

Tenshi41 on Just Follow the Trail... wait wrong cycling

1 year ago

There are other ways to discard cycling cards more effetely, cards like Burning Inquiry, Goblin Lore or Cathartic Reunion. These are great with Hollow One, turn one Burning Inquiry play Hollow One for free. I know it does not trigger your cycling cards but it makes Zenith Flare and Vile Manifestation huge.

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