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Lorehold, the Historian
WRBorosLegendary Creature — Elder Dragon

Lorehold, the Historian

Mana value5Rank#9,207
BuildCard details

The Commander

Flying, haste

Each instant and sorcery card in your hand has miracle {2}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)

At the beginning of each opponent's upkeep, you may discard a card. If you do, draw a card.

Guide

Gameplan

Lorehold, the Historian is a 5-mana RW spellslinger payoff that turns every instant and sorcery in hand into a cheap miracle threat. You ramp into the commander, slam it for immediate flying/haste pressure, then chain discounted burn, card draw, and value spells while the looting trigger on opponents' upkeeps stocks your hand and feeds graveyard synergies. You win by burning the table out or assembling a spell-based combo while clocking with the Dragon body.

Strengths

  • Universal miracle {2} makes expensive instants/sorceries dramatically cheaper, enabling explosive turns
  • Built-in card advantage every opponent's upkeep keeps your hand full and fuels graveyard recursion
  • Flying + haste means 5 evasive damage the turn it lands with no setup
  • Strong synergy with top-deck manipulation and 'whenever you cast an instant/sorcery' payoffs

Weaknesses

  • Miracle only triggers on the first card drawn each turn, so it's a single explosive window unless you top-deck carefully
  • Heavily commander-dependent; removal of the Dragon shuts off the discount engine
  • RW lacks deep tutoring and ramp compared to other color pairs
  • Vulnerable to graveyard hate that undercuts recursion and flashback value plans

Key Cards

  • Sensei's Divining Top — Lets you control your top card to set up the perfect miracle each turn.
  • Brainstorm — Cheap draw that arranges your top deck so the next turn's first draw is a backbreaking miracle.
  • Bonus Round — Doubles every miracle-discounted instant and sorcery for a game-ending turn.
  • Dualcaster Mage — Copies your miracle spells and pairs with Twinflame-style effects for combo potential.
  • Underworld Breach — Recurs cheap spells from the graveyard the looting engine fills, enabling storm-style turns.
  • Guttersnipe — Turns every cheap miracle and cantrip into repeatable burn to close games.

Upgrade Path

Add top-deck manipulation (Scroll Rack, Mystic Forge, Sensei's Divining Top) to guarantee a great miracle every turn, and lean into copy/recursion combos like Dualcaster Mage + Twinflame and Underworld Breach for deterministic kills. Improve the mana with fast rocks (Mana Crypt, Mana Vault, signets) so you can deploy the commander and chain spells in the same turn, and tighten the interaction suite with cheap counters and removal that double as miracle fodder.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Burn the table out with discounted X-spells and Guttersnipe/Young Pyromancer triggers
  • ▸Combat damage from the 5-power flying, hasty Dragon plus copied threats
  • ▸A spell-storm turn off Bonus Round, Dualcaster Mage, or Underworld Breach
  • ▸Recurring damage loops via copy effects and graveyard recursion

Archetypes

  • Spellslinger — Miracle cost reduction on all instants and sorceries makes spell-matters payoffs absurdly efficient.
  • Combo — Cheap spells plus copy effects and Underworld Breach enable explosive single-turn kills.
  • Control — Constant card filtering and cheap interaction let you answer threats while building toward inevitability.
  • Burn/Spellslinger Aggro — Discounted damage spells and the haste flier provide a fast, evasive clock backed by reach.

Combos

No combos found for this commander on Commander Spellbook.

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