Jungle Hollow is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
This land enters tapped. When this land enters, you gain 1 life.: Add
or
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Complete guide
Jungle Hollow is a versatile dual land that provides both Black and Green mana while offering a small health cushion. As a staple for Golgari decks, it ensures you have the right colors to cast your spells while rewarding you for simply playing it. Mastering the timing of when to play this land is key to maintaining momentum in your match.
What Jungle Hollow Does
Jungle Hollow is a non-basic land with three distinct characteristics. First, it has a replacement effect that causes it to enter the battlefield tapped. Second, it has a triggered ability that grants you 1 life when it enters the battlefield. Finally, it acts as a mana source that can be tapped to produce either one Black mana or one Green mana.
Resolving the Entry Step by Step
When you play Jungle Hollow, it does not use the stack itself, but its effects follow a specific order. First, the land enters the battlefield in the tapped position due to its static ability. Immediately after it is on the battlefield, its triggered ability ('When this land enters...') goes on the stack. Once that ability resolves, you gain 1 life. You cannot tap the land for mana the turn it enters unless you have an effect that untaps it.
Common Mistakes to Avoid
A frequent error is trying to use the life gain immediately to pay for a cost before the trigger has resolved. Because the life gain is a triggered ability, players can respond to it. Additionally, remember that since it enters tapped, it cannot be used to pay for a spell on the same turn you play it, unlike basic lands.
When to Play It
Jungle Hollow is best played on turns where you don't need to spend all your mana, such as Turn 1 or a turn where you have leftover mana capacity. Its inclusion in a deck helps stabilize your mana base in multicolored strategies, ensuring that you aren't stuck with spells you cannot cast.
Interaction examples
If you have both cards in hand, playing Jungle Hollow on turn one is often the better move. Since Jungle Hollow enters tapped, you get the 'delay' out of the way early and gain 1 life. On turn two, you can play Command Tower, giving you access to two mana of any color in your commander's identity plus either Black or Green.
If you control Jungle Hollow, your opponent's Exotic Orchard becomes more powerful. Because Jungle Hollow can produce Black or Green mana, your opponent can now tap their Exotic Orchard to produce either Black or Green mana as well.
On its own, Jungle Hollow provides long-term stability. If you are at 19 life, playing Jungle Hollow will trigger its ability, moving your life total back to 20. Even though you cannot use the mana this turn, you have successfully set up your resource base for future turns.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Jungle Hollow
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Jungle Hollow
No archived Top 8 deck with this card yet.



Command Tower
Exotic Orchard