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Lorehold, the Historian

Lorehold, the Historian

Legendary Creature — Elder Dragon

Lorehold wants a deck that throws away its own cards on purpose for a reward. It also works in a deck built around Dragons or Elders.

  • Mana cost3 genericredwhite
  • White, Red ()
  • Power / toughness5 / 5
  • RarityMythic

Flying, haste

Each instant and sorcery card in your hand has miracle 2 generic. (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.

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Archetypes
Themes

Cards That Fit Lorehold, the Historian

Picked for what they do in Lorehold's deck. When two cards do the same job, the one with the lower comes first. All of them fit Lorehold's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

Does what Lorehold, the Historian does6

The 6 Cards

Rulings for Lorehold, the Historian

explain how Lorehold works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 20 Mar 2026

If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.

Wizards of the Coast 20 Mar 2026

If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.

Wizards of the Coast 20 Mar 2026

It's important to reveal a card with miracle before it is mixed with the other cards in your hand.

Wizards of the Coast 20 Mar 2026

Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost." You may, however, pay additional costs, such as kicker. If the spell has any mandatory additional costs, those must be paid to cast the spell.

Wizards of the Coast 20 Mar 2026

Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.

Wizards of the Coast 20 Mar 2026

To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

Wizards of the Coast 20 Mar 2026

You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.

Wizards of the Coast 20 Mar 2026

You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.

Wizards of the Coast 20 Mar 2026

You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.

Wizards of the Coast 20 Mar 2026

You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.

Wizards of the Coast 20 Mar 2026

You still draw the card whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.

11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Lorehold, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWRPlayers write colors as letters: W for white, R for red.Madness/DiscardDiscard decks throw away their own cards on purpose and play cards that reward each discard. Cards with madness can even be cast for a different, usually cheaper, cost at the moment you discard them.Open the Madness/Discard pageOpponent DiscardMakes opponents discard cards from their hands. In a format where everyone starts with seven and refills slowly, stripping a hand can be harder to recover from than losing a creature. Windfall, Sword of Feast and FamineOpen the Opponent Discard pageSelf-DiscardDiscards your own cards as a cost or an effect. Filling your own graveyard on purpose is the point: it feeds cards that bring things back, madness and channel abilities, and some cards are worth more there than in hand. Faithless Looting, Boseiju, Who EnduresOpen the Self-Discard pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageAlternative CostLets you cast a spell by paying some other cost instead of its mana cost, like life, a card from your hand, or nothing at all.Open the Alternative Cost page