Jungle Hollow
Common · Land
5.4PlayableRank 149 of 271
55.1%Rank 155 of 274 by win rate, card in hand · set average: 56.0%
How are these measures computed?
Pick rating. The pick rating estimates what a card is worth when you choose it, before there are results: it combines several signals (expert evaluations, the choices of strong players, characteristics of the card such as its cost and rarity) and was tuned on the results of decks of strong players. It is for comparing cards while you draft.
Observed strength. The observed strength is the win rate of the games in which the card was in hand at some point (opening hand or drawn), from hundreds of thousands of real games of online draft players since the set came out. The rank compares the cards seen in at least 1,000 games. It does not correct for the strength of the deck the card is played in, and a result stays uncertain for a card that is played little (about 1.6 points of margin at 1,000 games).
A solid playable that rarely gets cut (5.4/10).
Why. A black-green dual land that enters tapped, gains a life and taps for either mana. It makes a black-green or three-colour deck more reliable.
Risks. It enters tapped, which costs tempo. The life gain barely matters.
In the draft. Take it late in the pack if you are black and green. A playable spell always comes first.
Win rate of the card
Percentage of games won by the decks that play this card, depending on when it shows up, from the real games of the set.
Gap when it is drawn, against the games where it is not : +1.2 win-rate points
Its place in the set
- Common: rank 27 of 91
- Colourless: rank 26 of 35
- Cost 0: rank 21 of 23
- Average pick: 7.1 (1 = taken first from a pack; the lower the number, the earlier players choose it)
Win rate by colour pair
Percentage of games won by the decks of each pair that play the card, with the number of games. The pairs are the two main colors of the deck: when the card has a color outside the pair, the deck plays it as a splash (marked “splash”). A pair that has an archetype in this set leads to its guide.
Win rate: strong players and all players
Percentage of games won when the card is in hand; strong players are those ranked diamond or mythic online.
Win rate on the play and on the draw
Win rate by number of copies in the deck
- 1 copy54.6 % · 96,253 games
- 2 copies54.5 % · 15,456 games
- 3 copies54.2 % · 581 games
Win rate since the set came out (card in hand)
- First two weeks55.2 % · 32,496 games
- Next two weeks55.2 % · 14,266 games
- After that54.9 % · 5,120 games
Win rate alongside other cards
Win rate of the decks that play both cards, compared with the one you would expect from what each card gets alone. At least 150 games together.
Cards it wins more with
- Stillness in Motion219 games · 53.4 % (instead of 46.4% expected)
- Rite of Renewal6,839 games · 54.3 % (instead of 51.8% expected)
- Qarsi Revenant9,445 games · 58.2 % (instead of 56.4% expected)
Cards it wins less with
- All-Out Assault889 games · 47.2 % (instead of 55.4% expected)
- Magmatic Hellkite1,796 games · 50.1 % (instead of 55.6% expected)
- Duty Beyond Death2,796 games · 51.3 % (instead of 55.5% expected)
Other cards of the same cost and colours
Intrinsic ratings: they do not take into account the cards you have already picked. They matter most for the first pick of the first pack.




