Jungle Hollow

Jungle Hollow

Land

Jungle Hollow enters the battlefield tapped.

When Jungle Hollow enters the battlefield, you gain 1 life.

: Gain or .

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Printings View all

Set Rarity
Core Set 2021 (M21) Basic land
Ikoria: Lair of Behemoths (IKO) Basic land
Mystery Booster (MYS1) Common
Commander 2019 (C19) Basic land
Core Set 2020 (M20) Basic land
Commander 2018 (C18) Common
Commander Anthology (CM1) None
Commander 2016 (C16) Common
Eternal Masters (EMA) Common
Commander 2015 (C15) Common
Fate Reforged (FRF) Basic land
Khans of Tarkir (KTK) Common

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Legality

Format Legality
Unformat Legal
Pre-release Legal
Pioneer Legal
Oathbreaker Legal
1v1 Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Brawl Legal
Casual Legal
Vintage Legal
Duel Commander Legal
Highlander Legal
Magic Duels Legal
Legacy Legal
Historic Legal
Frontier Legal
Arena Legal
Commander / EDH Legal
Pauper Legal
Modern Legal
Canadian Highlander Legal
Penny Dreadful Legal
Standard Legal
Block Constructed Legal
Leviathan Legal

Jungle Hollow occurrence in decks from the last year

Latest Decks as Commander

Jungle Hollow Discussion

SideBae on Tanks

2 weeks ago

So Enlightened Tutor comes to mind. I think it's probably better than Idyllic Tutor, though it's significantly more expensive. If you're working on a budget, Idyllic Tutor is perfectly okay.

Toxic Deluge is an expensive card that I expect to go down in price soon (it's been reprinted in Double Masters, and in my experience masters sets tank their rares, if only for a short while). It'd be especially good since you have a lot of high-toughness cards.

I think Mythos of Nethroi is probably better than Putrefy.

I also think that even in a deck based on walls, you can benefit a LOT from one-mana mana-dorks. Arbor Elf, Elves of Deep Shadow, Elvish Mystic, Llanowar Elves, Deathrite Shaman, Fyndhorn Elves etc. will accelerate you in a way that only green can do. Even with boardwipes, they're worth it. Note that they also let you land your general turn two, if you get the right mana.

Additionally, since you're not a landfall, I feel like you're running too many lands. Replacing some with dorks will let you come out of the gate a lot faster. (I play EDH with a lot of more powerful decks, and your experience may differ from mine. However, I find that being able to land a meaningful turn-one play like Birds of Paradise is good in all power-levels.)

Speaking of lands, your mana base can be improved for relatively cheap. Indatha Triome is about $4 these days, and could easily replace your Jungle Hollow... Fetches are busted, especially when paired with duals like Overgrown Tomb or Savannah. However, if you don't plan on selling a kidney, there're other ways to improve. Slow-fetches (Rocky Tar Pit, Bad River, Flood Plain, Mountain Valley and Grasslands) are super affordable. Note that they can also fetch your non-basic typed lands (like Canopy Vista or Indatha Triome). Other lands of various prices to consider are Exotic Orchard, City of Brass, Reflecting Pool, Llanowar Wastes, Brushland, Caves of Koilos and friends.

Card advantage decides most EDH (and Magic in general) games. Some cards to consider: Sylvan Library, Painful Truths, Harmonize, Night's Whisper, Phyrexian Arena, Dark Tutelage etc. are all good ways. I was going to suggest Runic Armasaur, but you already spotted that one.

Retribution of the Meek is a GREAT wipe for decks like this.

I also suggest cutting some cards. I don't think Path to Exile is very good in EDH, where one-for-ones need to be REALLY good (like Swords to Plowshares or non-type specific like Mythos of Nethroi), and Path to Exile ramps your opponents. They're very likely to just use the extra mana to deploy a more dangerous threat. Glyph of Doom is interesting, and might be good, but I don't think it would be (granted that's not based on direct experience). I think you could probably just use a more powerful card in that slot. I also think you can cut some of the equipments for more influential cards. For example, if you cut Spidersilk Net and friends you can run things like Collector Ouphe and Stony Silence. If you're running mana dorks, you'll have ramp while your artifact-based friends get nailed.

Right. That's all I got. Hope this helped!

DadHumanPraetor on Meren the Sac Outlet Store

3 weeks ago

I know this list is old, but Evolving Wilds Terramorphic Expanse Golgari Rot Farm Jungle Hollow and Golgari Guildgate are all bad cards. I guess rot farm can help hit land drops? I think only boros should run bounce lands. I play tested it and was mana screwed three times in a row then I gave up. I dont get why anyone runs less than 37 unless they have a bunch of cheerios or 1 drop rocks. That being said, there were some sweet ETB triggers and sac outlets in this list that I am glad to have discovered, thats what I came here looking for, so thanks for that.

Balaam__ on Golgari Midrange

3 weeks ago

Nice build. Unless budget is the reason, I’d have to recommend a different dual land besides Blooming Marsh. It’s slow and doesn’t really have any upside. Even something like Jungle Hollow at least gives a life point upon ETB. With the amount of lands you have and Blooming Marsh’s finicky criteria to enter untapped, I’d replace it.

Otherwise this looks pretty well rounded and capable of maintaining against most archetypes in the format. Nice job.

multimedia on Naya Tokens

4 weeks ago

Hey, nice budget upgrade of the precon. Good upgrade of Kiki.

Budget cards to consider adding:


Cards to consider cutting:


Examples of some changes to consider:

  • Jungle Shrine > Jungle Hollow
    I'm guessing you meant to type Shrine instead of Hollow since Hollow is not a legal card in Naya colors.

  • Breath of Fury or Zealous Conscripts > Burning Anger
    Fury or Conscripts are win condition combos with either Ghired or Kiki, they will have a lot more impact than Burning.

  • Quartzwood Crasher > Desolation Twin
    Crasher at five mana can be repeatable Dino tokens that can be 10/10s or higher that have trample. The 10/10 Eldrazi that Twin creates is not good enough for 10 mana.

  • Ogre Battledriver > Samut, Tyrant Smasher

  • Congregation at Dawn or Shared Summons > Vivien's Invocation
    Invocation at seven mana can miss in the top seven and not reveal a creature. Dawn at three mana or Summons at five don't miss.

Good luck with your deck.

Daedalus19876 on Hapatatra test

1 month ago

Golgari Rot Farm, Hissing Quagmire, Jungle Hollow, Khalni Garden, Oran-Rief, the Vastwood, and Temple of Malady would be immediate cuts from me. I'd run things like City of Brass, Mana Confluence, Overgrown Tomb, Forbidden Orchard, and fetches instead (if you can afford them).

Grind on Dr. Tishana, VT, CEO, ManaFort BioLabs

4 months ago

I love the flavor of this deck! Looks super fun.

Quick question - why is Pine Barrens in here? Seems like Llanowar Wastes, Temple of Malady, Hissing Quagmire, Jungle Hollow all might be better and still in your budget. or maybe another vivid land.

related question - is this really playable with 17 lands? seems very low.

anyway keep having fun looks great!

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