- Commander Nexus
- Commanders
- Lorehold, the Historian
Command zone
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 cost
- White, Red ()
- Power / toughness5 / 5
- RarityMythic
Flying, haste
Each instant and sorcery card in your hand has miracle . (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
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- Dragons
- Elders
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.
Open the full glossary
plan6
Does what Lorehold, the Historian does6
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
If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
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.
It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
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.
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.
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.
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.
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.
You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
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 ↗
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