Sunken Hollow card art
Live Play Data

Sunken Hollow

Land — Island Swamp · Teenage Mutant Ninja Turtles Eternal (TMC)
40%
Live Inclusion
Times Brought
456
Decks Running
299
Median Cast Turn
4.0
Drawn → Played
77%
Format

40% of tracked Commander decks with blue-black in their identity run Sunken Hollow, and 77% of drawn copies are played before the game ends, one of the higher land-execution rates on Playgroup Live.

Sunken Hollow is a dual land for blue-black Commander decks, and its live-play footprint reflects that role. 40% of all tracked decks on Playgroup Live include it, drawn from a pool of 750 distinct decklists that have played a tracked game. That share is concentrated where it should be: among the Dimir, Esper, Sultai, and Grixis commanders that can legally run an Island-Swamp.

The execution numbers are clean. 77% of drawn copies reach the battlefield, and median first-cast turn lands on turn 4.0. Lands are almost always played on the same turn they are drawn when the mana is needed, so the 45% same-turn play rate reflects real sequencing decisions as much as urgency. The condition on Sunken Hollow, entering tapped unless you control two or more basic lands, creates a small but real incentive to sequence basics early.

The dataset is broad: 239 distinct players have brought Sunken Hollow to a tracked game, and the single heaviest contributor accounts for only 2% of all instances. That spread means the numbers reflect genuine cross-meta usage rather than one player's activity skewing the result. Treat all win-rate figures as directional given the game counts involved.

At a glance
  • 40% of tracked Commander decks include Sunken Hollow
  • 77% of drawn copies are played before the game ends
  • T4.0 median turn Sunken Hollow first enters the battlefield
  • 96% battlefield stickiness once played, typical for a non-targeted land
  • 239 distinct players have brought it to a tracked game, showing broad cross-meta usage
  • 26% draw rate per game, consistent with a singleton in a 100-card deck

First-cast turn

n=92
16%
T1
9%
T2
11%
T3
15%
T4
13%
T5
29%
T6-9
7%
T10+
Median 4.0 P25 3 · P75 7 · max 14
Cast same turn as drawn 45%

The "good card" funnel

462 brought · 239 players
Brought to game
462
Ever drawn
120
Reached battlefield
92
Still on board at game end
88
77%

Of 462 Sunken Hollows brought to games, 120 were drawn, 92 of those were played onto the battlefield, and the vast majority stayed there through the end of the game.

+11.6pp

Players who cast this card win 29% of the time (n=92) , vs 17% when it never left the library (n=310).

When players drew this card but left it in hand, they won 35% (n=28) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.

95% confidence interval +2.3pp to +20.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

130 instances
1.5%
Library
67.7%
Battlefield
15.4%
Graveyard
2.3%
Exile

Most copies of Sunken Hollow never leave the library, which is expected for any singleton land in a 100-card deck. The copies that do get drawn reach the battlefield at a high rate, confirming players treat it as a consistent mana source rather than a situational include.

Commanders that played this card

in tracked games

The top commanders skew heavily toward Dimir and Dimir-adjacent identities, which is exactly what you would expect for a blue-black dual land. Y'shtola, Night's Blessed leads by a wide margin, followed by a cluster of Sultai, Grixis, and Esper commanders.

Frequently Asked
How often is Sunken Hollow drawn in a Commander game?

Across 401 tracked games where Sunken Hollow was in the deck, it was drawn 26% of the time. That is normal for a singleton in a 100-card deck. Of the 120 copies that reached a player's hand, 77% were played before the game concluded.

What turn does Sunken Hollow usually enter the battlefield?

Median first-cast turn is 4.0, with the interquartile range sitting between turns 2 and 6. The early cluster reflects copies drawn in the opening hand. A meaningful number of copies are also played on turns 1 and 2, which points to players prioritizing mana fixing early when they have it in hand.

Does the enters-tapped condition hurt in practice?

The data does not isolate untapped versus tapped entries directly, but the sequencing signal is visible. 45% of drawn copies are played the same turn they are drawn, suggesting players do not sit on it for long. In decks running a healthy basic land count, the untapped condition is often live by the mid-game. Early-turn copies drawn before two basics are in play will enter tapped, which is the main cost to account for when deckbuilding.

Is Sunken Hollow legal in Commander?

Yes. Sunken Hollow is legal in Commander, as well as Legacy, Modern, Pioneer, Vintage, Historic, Timeless, and several other formats. It is not legal in Standard, Pauper, or Pauper Commander. In Commander, it fits any deck whose color identity includes both blue and black, covering Dimir, Esper, Sultai, Grixis, and five-color identities.

How concentrated is the Sunken Hollow data among a few players?

The data is well-spread. 239 unique players have brought Sunken Hollow to at least one tracked game, and the single heaviest contributor accounts for only 2% of all instances. That is well below the threshold where one player's preferences would meaningfully distort the aggregate numbers, so the inclusion and execution figures reflect broad community usage.

What do the win-rate numbers show for Sunken Hollow?

In tracked games where Sunken Hollow was drawn and played, the win rate was 29% across 92 observations. In games where it stayed in the library, the win rate was 17% across 310 observations, a delta of +11.7 percentage points. Both buckets have reasonable sample sizes, but treat this as a directional signal. Lands improve mana consistency rather than winning games outright, so the lift is modest by design.