collections_bookmark Part of Commander Legends: Battle for Baldur's Gate
Sunken Hollow card art
Live Play Data

Sunken Hollow

Land — Island Swamp · Marvel Super Heroes Commander (MSC)
41%
Live Inclusion
Times Brought
1429
Decks Running
813
Median Cast Turn
4
Drawn → Played
77%
Format

Sunken Hollow sits in 41% of tracked Commander decks on Playgroup Live, with 77% of drawn copies reaching the battlefield and a median first-play turn of 4.

Sunken Hollow is the Dimir dual land of choice for a large share of the Commander decks tracked on Playgroup Live. It appears in 813 of 1984 tracked decks, an inclusion rate of 41%, and has been brought to a game 1435 times across 1262 tracked multiplayer games.

The draw-to-play figure tells the clearest story: 77% of drawn copies were played before the game ended. That is a high conversion rate for a tap-land that requires two or more basic lands to enter untapped. The median first-play turn lands on turn 4, though the mode sits at turn 1, reflecting players who keep opening hands built to unlock the untapped condition early. Battlefield stickiness after it resolves is 92%, consistent with a land that rarely gets targeted once in play.

Sunken Hollow is legal in Commander and fits naturally into any deck with Blue and Black in its color identity. Its condition-based untap clause makes it a stronger fit in decks that run a generous basic-land count, which partly explains why it clusters around commanders that support two- and three-color shells rather than greedy five-color piles.

At a glance
  • 41% of tracked Commander decks include Sunken Hollow
  • 77% of drawn copies were played before the game ended
  • T4 median first-play turn, with a mode of turn 1
  • 92% battlefield stickiness once it resolves
  • 613 distinct players have brought it to a tracked game, signaling broad adoption
  • 26% win rate in games where Sunken Hollow reached the battlefield

First-cast turn

n=285
16%
T1
8%
T2
14%
T3
14%
T4
11%
T5
29%
T6-9
9%
T10+
Median 4 P25 3 · P75 7 · max 17
Cast same turn as drawn 47%

The "good card" funnel

1435 brought · 613 players
Brought to game
1435
Ever drawn
368
Reached battlefield
285
Still on board at game end
262
77%

Of 1435 Sunken Hollows brought to multiplayer games, 368 were drawn, 285 of those were played to the battlefield, and the large majority remained in play through the end of the game.

≥ +2.3pp

Players who cast this card win 26% of the time (n=277) , vs 19% when it never left the library (n=924).

When players drew this card but left it in hand, they won 20% (n=81) — 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.

Observed gap +7.5pp; 95% confidence interval +2.3pp to +12.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

424 instances
2.6%
Library
61.8%
Battlefield
17.5%
Graveyard
5.4%
Exile

Most Sunken Hollows end the game on the battlefield, a natural outcome for a land in a format where land removal is rare. Only a small fraction are exiled or land in the graveyard, consistent with targeted removal or discard effects.

Commanders that played this card

in tracked games

The commander list is broad rather than concentrated, spanning Blue-Black, Blue-Black-Red, Blue-Black-White, and even five-color builds, which reflects how widely Sunken Hollow is adopted across any shell that touches both Blue and Black.

Frequently Asked

How often is Sunken Hollow drawn in a Commander game?
Across 1262 tracked multiplayer games where Sunken Hollow was in the deck, it was drawn 26% of the time. That is a normal draw rate for a singleton in a 100-card deck. Of 368 instances that reached a player's hand, 77% were played before the game concluded.
What turn does Sunken Hollow typically hit the battlefield?
The median first-play turn is 4, but the distribution has a notable spike at turn 1 from opening-hand keeps. The interquartile range runs from turn 3 to turn 7, reflecting the range of game states in which players draw and deploy the land. The hand-to-cast data shows a median hold time of 1 turn, meaning most drawn copies go down the following turn rather than immediately.
Does playing Sunken Hollow correlate with winning?
In games where Sunken Hollow reached the battlefield, the normalized win rate is 26% across 277 observations. In games where it stayed in the library, the win rate is 19% across 924 observations. The delta is +7.5 percentage points. Both sample sizes are well above 15, so this is a directional signal worth noting, though deck quality and color requirements are likely the underlying driver rather than the land itself.
Is Sunken Hollow banned anywhere?
Sunken Hollow is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, Timeless, Duel Commander, Brawl, Gladiator, Oathbreaker, and Competitive Brawl. It is not legal in Standard, Pauper, Pauper Commander, or Premodern. No major format currently bans it.
Which commanders run Sunken Hollow most often?
Among decks in the Playgroup Live dataset, Y'shtola, Night's Blessed leads with the highest raw deck count, followed by Doctor Doom, King of Latveria. The spread across commanders is broad: 613 distinct players have brought the card to a tracked game, and no single player accounts for more than a small fraction of those instances. The list skews toward Blue-Black and Blue-Black-X three-color commanders, which aligns with Sunken Hollow's color identity.
How does the untap condition affect when Sunken Hollow gets played?
Sunken Hollow enters untapped only when you control two or more basic lands. In practice, players in two-color decks with a healthy basic count often have that condition met by turn 3 or 4, which lines up with the median play turn of 4. The turn-1 spike in the distribution comes from players who kept opening hands containing at least two basics alongside the land. In greedier multi-color builds with fewer basics, expect the land to enter tapped more often.