Home / Magic: The Gathering / Marvel Super Heroes Commander / Sunken Hollow
Sunken Hollow
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Land — Island Swamp

Sunken Hollow

rare · Land — Island Swamp · Marvel Super Heroes Commander
$0.29
Low
$0.34
Market
$0.43
High

Oracle Text

({T}: Add {U} or {B}.)
This land enters tapped unless you control two or more basic lands.

Card Details

-/-Power / Toughness
-Mana Cost
38Prints

Character Background

Sunken Hollow is a quietly powerful dual land that fits best in control, midrange, and slower tempo decks that want reliable access to both blue and black without sacrificing too much early development. In Fallout, its “sunken” feel matches the series’ ruined, submerged infrastructure, and mechanically it plays like a flooded outpost: useful, but not always immediately accessible. The key is that it enters tapped unless you control two or more basic lands, so deckbuilding should lean toward a healthy basic count or ramp into basics early to turn it on consistently. It works especially well in Dimir shells, where you may want counterspells, removal, and card draw online by turns two to four. A strong synergy tip is to pair it with basic-heavy mana bases and fetches or land search effects, which help guarantee the untapped mode. In grindy games, it smooths colors while preserving flexibility, making it a solid rare for decks that value stability over speed.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.29 - $0.43
At the current market price of $0.34.
Average Time to Sell
3 days
At the current market price of $0.34.

Public Decks Using This Card

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Character Background

Sunken Hollow is a quietly powerful dual land that fits best in control, midrange, and slower tempo decks that want reliable access to both blue and black without sacrificing too much early development. In Fallout, its “sunken” feel matches the series’ ruined, submerged infrastructure, and mechanically it plays like a flooded outpost: useful, but not always immediately accessible. The key is that it enters tapped unless you control two or more basic lands, so deckbuilding should lean toward a healthy basic count or ramp into basics early to turn it on consistently. It works especially well in Dimir shells, where you may want counterspells, removal, and card draw online by turns two to four. A strong synergy tip is to pair it with basic-heavy mana bases and fetches or land search effects, which help guarantee the untapped mode. In grindy games, it smooths colors while preserving flexibility, making it a solid rare for decks that value stability over speed.

Generated using gpt-5.4-mini · Updated at 2026-09-30 23:10:43 UTC

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