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Commander
Size: 100Salt sum: 23.88
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CoatyBoaty

30 views3 days ago
Commander
Size: 100Salt sum: 23.88

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{"ops":[{"insert":"The Lorehold Spirit Precon was my absolute favorite of the Secrets of Strixhaven set (and is probably my favorite of the past several years). Everyone spent spring 2026 talking about Killian, Decisive Mentor and Dina, Essence Brewer, but my man Quintorius, History Chaser has got them beat. I believe this deck has a very high skill-ceiling. If you just pick up the precon and play, you'll have a good time and you'll probably do decently well in the game. If you make a handful of key upgrades in the deck and practice some of the extremely fun value tricks this deck can do, you will have fun and you'll probably win a lot. This deck takes a lot of players by surprise, and it is both flexible and resilient.\n\nCredit to where credit is due: most of the upgrades were directly inspired by this article from draftsim: "},{"attributes":{"link":"https://draftsim.com/lorehold-spirit-upgrade-guide/"},"insert":"https://draftsim.com/lorehold-spirit-upgrade-guide/"},{"insert":"\n\nI think the upgrades work extremely well. I didn't follow it to the letter for budget reasons and because of some personal play style decisions but check out the article for more info and more ideas.\n\n**How does this deck play and work?**\nOn the surface, the base precon is all about manipulating your graveyard to create Spirit Tokens with Quintorius. Quintorius's +1 ability helps you efficiently fill your graveyard and draw you cards. Honestly, this is Quintorius, History Chaser's real strength because he allows you to filter through your deck very quickly to access all of your tools faster than many other decks. We don't particularly care if cards are in the graveyard because we have tons of ways to pull them back out again. The upgraded deck list is geared towards adding additional discard outlets and improving synergies with Quintorius (as outlined in the linked article). If you know what you're doing, this deck is very good at generating value. I'll outline the general game plan and the various tips and tricks below.\n\n**Early Game: Find and Play Value Engines**\nYou want your opening hand to have 3 lands and card draw at the ABSOLUTE MINIMUM. If you find yourself starting out slow, your main goal is just to play your commander. Quintorius is an excellent draw engine, even though you have to discard. Simply discard higher cost cards or cards that don't really speed you up, you can always get them back later if they're important. Plus, there are absolutely cards that are often better in your graveyard than in your hand, especially if you draw them early. Cards like Angel of Indemnity, Anger, Shenanigans, and Sevinne's Reclamation to name a few.\n\nAside from Quintorius, you are looking for those early game value engines that will serve you all game. The obvious ones are those 4 enchantments in the deck (Tocasia's Welcome, Primary Research, Monologue Tax, and Advanced Reconstruction) (if you want to increase the power level of the deck, Smothering Tithe can be added). There are also creatures like Relic Retriever and the other 2 Quintorius cards that are good as well. Squee, Goblin Nabob is an excellent perpetual discard candidate as well, and you'll get a free spirit on each of your upkeeps. Containment Construct and Conspiracy Theorist are also way more valuable than they appear, which brings me to:\n\n*Trick #1*: If you have Containment Construct or Conspiracy Theorist on the field with Quintorius, History Chaser, it makes his +1 ability extremely valuable. You simply use the +1 ability to discard whatever card you want to play that turn, then exile it using Containment Construct or Conspiracy Theorist. You immediately get two draws and a Spirit Token off Quintorius, then you can play/cast the card from exile. Containment Construct specifically says 'play' and not cast, so if they are out, you can discard a land and play the land from exile. Win-win. A similar interaction also works with Currency Converter.\n\nAgain, your early game goals are to set up some value engines, filter through your deck, and fill your graveyard. Save board wipes and other targeted removal in your hand if possible, those are harder to recover. If you want to be more aggressive, cards like Augusta, Order Returned, The Warring Triad, and Hardened Academic can act as decent early game threats that won't draw a lot of hate. I've found that most people don't really know what to make of this deck. They'll see you drawing and discarding and maybe they'll see a few creatures pop up, but there's nothing that really establishes you as a 'problem.'\n\n**Mid-Game: Do Damage, Trade and Remove Threats**\nBy the time you get to turn 6 (this is a bracket 2 deck, so we should be getting to turn 6) you'll officially be in the Mid-Game. Now you'll have a sense of who you're playing and who you need to take out. If somebody is catching on that Quintorius is giving you crazy value, they may start trying to kill him. It is very important to protect Quintorious, which is easier than if he wasn't a planeswalker. Don't be afraid to trade your spirit tokens heavily to remove threats and block incoming damage. If you're getting overwhelmed, be liberal with your board wipes. Quintorius survives most of them and he can repopulate your board very quickly, so don't be shy. If Quintorius gets killed, here's:\n\n*Trick #2* You can send Quintorious to the graveyard if he gets killed. Most people lose their commander and put them immediately back into the Command Zone because they have no way to pull them back without paying the tax. This deck DOES have ways it can pull Quintorius, History Chaser back onto the battlefield from the graveyard. Angel of Indemnity, Guardian Scalelord, and Quintorius, Loremaster can all bring Quintorius, History Chaser back from the Graveyard, so if it's early and you're going to have to wait a turn or two before you can cast Quintorius with the tax, sometimes pays to wait until you actually have to move him back to the command zone to cast him. It feels sooo good not to have to pay that tax. It's best to do this if you already have a retrieval piece that can hit him in your hand, or if you at least have other good ways to draw cards. If you have NO card draw currently available, then yeah probably just pay the tax.\n\nAt this point, you'll want to have full systems set up to extract full value from discarding. Many cards in this deck add value on their own, but once you hit 2 or 3 engines this deck really gets cooking. This is about the time you'll want to set up to play Monument to Endurance. Monument to Endurance is what gives you your ultimate discard value engine by allowing you to draw, get a treasure, or burn your opponents when you discard. It combos best with Hardened Academic, which lets you essentially discard at will and continually use Monument to Endurance on your opponent's turns (you can only use each of its three effects once per turn, so if you can activate it at instant speed with a discard outlet, you get to use it on your opponents' turns as well). \n\nSpend this phase of the game gathering powerful end game pieces like Angel of Indemnity, Moonshaker Cavalry, and Hofri Ghostforge either in your hand or your graveyard. For interaction, play politics with you table as much as you can and do what you can to take out big threats that you won't be able to overcome with combat damage. If you're worried about getting board wiped yourself, Gerrard, Weatherlight Hero is an insurance policy to keep your eyes out for while filtering.\n\n\n**End Game: Beat Everyone Down**\nIt's now time to assemble your end game. This deck usually finishes games with big combo combat turns. You will begin to reach large numbers of spirits and spirit tokens, all of which you can give Double Strike with Quintorius. You'll be consistently wearing down opponents with Spirits and flying creatures in this phase of the game. You also have numerous ways to get lifelink to ensure you life total stays up, allowing you to strategically take hits. This deck is capable of huge burst damage, especially with Moonshaker Cavalry. Even if you lose creatures along with your spirits, you'll have tons of cards in your graveyard you can bring back out thanks to Karmic Guide, Sun Titan, Serra Paragon, Primary Research and others. It'll be very hard opponents to beat you in a battle of attrition.\n\nFind or make an opening, go full force with your Double Striking spirits (Quintorius, History Chaser's -4 ability) and combat damage your way to a win.\n"}]}
Quintorius, History Chaser
Whenever one or more cards leave your graveyard, create a 3/2 red and white Spirit creature token.
+1: You may discard a card. If you do, draw two cards, then mill a card.
−4: Spirits you control gain double strike and vigilance until end of turn.
Quintorius, History Chaser can be your commander.
Legendary Planeswalker - Quintorius
Quintorius, History Chaser (soc) 7

Commander

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Anger
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature - Incarnation
Anger (soc) 235
Vanguard of the Restless
Flying
Spirits you control get +1/+1 for each time you've cast your commander from the command zone this game.
Whenever a Spirit you control enters, you may pay
. If you do, return this card from your graveyard to the battlefield.
Creature - Knight Spirit
Vanguard of the Restless (soc) 16

Anthem

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Augusta, Order Returned
Flying, vigilance
Whenever Augusta attacks, each player exiles a card from their graveyard. When one or more nonland cards are exiled this way, put that many +1/+1 counters on target attacking creature.
Legendary Creature - Spirit Advisor
Augusta, Order Returned (soc) 11
Hardened Academic
Flying, haste
Discard a card: This creature gains lifelink until end of turn.
Whenever one or more cards leave your graveyard, put a +1/+1 counter on target creature you control.
Creature - Cleric Bird
Hardened Academic (sos) 194

Counters

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Advanced Reconstruction
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost
less to cast.
Enchantment - Class
Advanced Reconstruction (soc) 30
Conspiracy Theorist
Whenever this creature attacks, you may pay
and discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards, you may exile one of them from your graveyard. If you do, you may cast it this turn.
Creature - Human Shaman
Conspiracy Theorist (soc) 240
Containment Construct
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
Creature Artifact - Construct
Containment Construct (soc) 344
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (soc) 244
Fateful Tempest
Council's dilemma — Starting with you, each player votes for past or present. You mill a card for each past vote, then Fateful Tempest deals damage to each opponent equal to the total mana value of cards milled this way. Exile the top card of your library for each present vote. Until the end of your next turn, you may play the exiled cards.
Sorcery
Fateful Tempest (soc) 31
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (tdc) 319
Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight
Inti, Seneschal of the Sun (lci) 156
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Naktamun Lorespinner
At the beginning of your upkeep, if a player has one or fewer cards in hand, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Jackal
Naktamun Lorespinner // Wheel of Fortune (soc) 33
Primary Research
When this enchantment enters, return target nonland permanent card with mana value 3 or less from your graveyard to the battlefield.
At the beginning of your end step, if a card left your graveyard this turn, draw a card.
Enchantment
Primary Research (sos) 26
Secret Rendezvous
You and target opponent each draw three cards.
Sorcery
Secret Rendezvous (soc) 166
Seize the Spoils
As an additional cost to cast this spell, discard a card.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Seize the Spoils (sos) 129
Staff of the Storyteller
When this artifact enters, create a 1/1 white Spirit creature token with flying.
Whenever you create one or more creature tokens, put a story counter on this artifact.
,
, Remove a story counter from this artifact: Draw a card.
Artifact
Staff of the Storyteller (soc) 111
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (soc) 181

Draw

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Moonshaker Cavalry
Flying
When this creature enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Knight Spirit
Moonshaker Cavalry (soc) 110

Finisher

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Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (soc) 362
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (soc) 366
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Emeria, the Sky Ruin
This land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add
.
Land
Emeria, the Sky Ruin (soc) 368
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (soc) 130
Fields of Strife
This land enters tapped.
: Add
or
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Fields of Strife (sos) 255
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Furycalm Snarl (soc) 375
Glittering Massif
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain
Glittering Massif (soc) 376
Lorehold Campus
This land enters tapped.
: Add
or
.
,
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Lorehold Campus (soc) 384
Lotus Field
Hexproof
This land enters tapped.
When this land enters, sacrifice two lands.
: Add three mana of any one color.
Land
Lotus Field (soc) 385
Mistveil Plains
(
: Add
.)
This land enters tapped.
,
: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
Land - Plains
Mistveil Plains (soc) 386
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 278
Pit of Offerings
This land enters tapped.
When this land enters, exile up to three target cards from graveyards.
: Add
.
: Add one mana of any of the exiled cards' colors.
Land - Cave
Pit of Offerings (lci) 278
Plains
(
: Add
.)
Basic Land - Plains
Plains (sos) 272
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (soc) 396
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (soc) 401
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 305
Sunscorched Divide
,
: Add
.
Land
Sunscorched Divide (soc) 410
Temple of Triumph
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Triumph (soc) 417
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (sos) 265
Turbulent Steppe
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Mountain
Turbulent Steppe (soc) 58

Land

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Perpetual Timepiece
: Mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.
Artifact
Perpetual Timepiece (soc) 354

Mill

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Gerrard, Weatherlight Hero
First strike
When Gerrard dies, exile it and return to the battlefield all artifact and creature cards in your graveyard that were put there from the battlefield this turn.
Legendary Creature - Human Soldier
Gerrard, Weatherlight Hero (c19) 41
Guardian of Faith
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature - Knight Spirit
Guardian of Faith (soc) 148
Selfless Spirit
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature - Cleric Spirit
Selfless Spirit (soc) 167

Protection

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (soc) 127
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact
Archaeomancer's Map (soc) 136
Bitterthorn, Nissa's Animus
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment
Bitterthorn, Nissa's Animus (soc) 343
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
,
: Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact
Currency Converter (soc) 345
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Impulsive Pilferer
When this creature dies, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Goblin Pirate
Impulsive Pilferer (cmm) 234
Millikin
, Mill a card: Add
. (Activate only as an instant. To mill a card, put the top card of your library into your graveyard.)
Creature Artifact - Construct
Millikin (soc) 351
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (soc) 352
Monologue Tax
Whenever an opponent casts their second spell each turn, you create a Treasure token.
Enchantment
Monologue Tax (soc) 157
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (soc) 353
Relic Retriever
First strike
At the beginning of each end step, if a card left your graveyard this turn, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Spirit Monkey
Relic Retriever (soc) 35
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
The Warring Triad
Flying, trample, haste
As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature.
, Mill a card: Target player adds one mana of any color. (Activate only as an instant.)
Legendary Creature Artifact - God
The Warring Triad (fic) 99

Ramp

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Angel of Indemnity
Flying, lifelink
When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Warrior Angel
Angel of Indemnity (soc) 133
Banon, the Returners' Leader
Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn.
Whenever you attack, you may pay
and discard a card. If you do, draw a card.
Legendary Creature - Human Cleric Rebel
Banon, the Returners' Leader (fic) 78
Crucible of Worlds
You may play lands from your graveyard.
Artifact
Crucible of Worlds (2x2) 303
Excava, the Risen Past
Flying, haste
Whenever Excava attacks, return up to one target artifact, creature, or non-Aura enchantment card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it. It's a 1/1 Spirit creature with flying in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.)
Legendary Creature - Spirit Horse
Excava, the Risen Past (soc) 2
Guardian Scalelord
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Creature - Dragon
Guardian Scalelord (soc) 149
Hofri Ghostforge
Spirits you control get +1/+1 and have trample and haste.
Whenever another nontoken creature you control dies, exile it. If you do, create a token that's a copy of that creature, except it's a Spirit in addition to its other types and it has "When this token leaves the battlefield, return the exiled card to its owner's graveyard."
Legendary Creature - Cleric Dwarf
Hofri Ghostforge (soc) 314
Karmic Guide
Flying, protection from black
Echo
(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit
Karmic Guide (soc) 151
Lorehold Archivist
First strike
At the beginning of your upkeep, if there are three or more artifact and/or creature cards in your graveyard, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Artificer Dwarf
Lorehold Archivist // Restore Relic (soc) 49
Quintorius, Loremaster
Vigilance
At the beginning of your end step, exile target noncreature, nonland card from your graveyard. Create a 3/2 red and white Spirit creature token.
,
, Sacrifice a Spirit: Choose target card exiled with Quintorius. You may cast that card this turn without paying its mana cost. If that spell would be put into a graveyard, put it on the bottom of its owner's library instead.
Legendary Creature - Cleric Elephant
Quintorius, Loremaster (soc) 327
Serra Paragon
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature - Angel
Serra Paragon (soc) 169
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (soc) 170
Squee, Goblin Nabob
At the beginning of your upkeep, you may return this card from your graveyard to your hand.
Legendary Creature - Goblin
Squee, Goblin Nabob (soc) 254
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (soc) 178
Teshar, Ancestor's Apostle
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature - Cleric Bird
Teshar, Ancestor's Apostle (soc) 180
Venerable Warsinger
Vigilance, trample
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Creature - Cleric Spirit
Venerable Warsinger (soc) 336

Recursion

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Ceaseless Conflict
Destroy all creatures. Then create a 3/2 red and white Spirit creature token for each nontoken creature you controlled that was destroyed this way.
Sorcery
Ceaseless Conflict (soc) 12
Lorehold Charm
Choose one —
• Each opponent sacrifices a nontoken artifact of their choice.
• Return target artifact or creature card with mana value 2 or less from your graveyard to the battlefield.
• Creatures you control get +1/+1 and gain trample until end of turn.
Instant
Lorehold Charm (sos) 200
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (soc) 159
Remorseful Cleric
Flying
Sacrifice this creature: Exile target player's graveyard.
Creature - Cleric Spirit
Remorseful Cleric (soc) 164
Rip Apart
Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment.
Sorcery
Rip Apart (soc) 328
Shenanigans
Destroy target artifact.
Dredge 1 (If you would draw a card, you may mill a card instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Shenanigans (mh1) 146
Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor
Skyclave Apparition (soc) 173
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (soc) 179
Tragic Arrogance
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Sorcery
Tragic Arrogance (soc) 182
Wave of Reckoning
Each creature deals damage to itself equal to its power.
Sorcery
Wave of Reckoning (soc) 112

Removal

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Quintorius, Field Historian
Spirits you control get +1/+0.
Whenever one or more cards leave your graveyard, create a 3/2 red and white Spirit creature token.
Legendary Creature - Cleric Elephant
Quintorius, Field Historian (soc) 326

Tokens

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Deck Info

Deck stats

48 pips - 37 cards
39 mana - 35 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
26 pips - 24 cards
32 mana - 28 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
7 mana - 6 cards
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Description

{"ops":[{"insert":"The Lorehold Spirit Precon was my absolute favorite of the Secrets of Strixhaven set (and is probably my favorite of the past several years). Everyone spent spring 2026 talking about Killian, Decisive Mentor and Dina, Essence Brewer, but my man Quintorius, History Chaser has got them beat. I believe this deck has a very high skill-ceiling. If you just pick up the precon and play, you'll have a good time and you'll probably do decently well in the game. If you make a handful of key upgrades in the deck and practice some of the extremely fun value tricks this deck can do, you will have fun and you'll probably win a lot. This deck takes a lot of players by surprise, and it is both flexible and resilient.\n\nCredit to where credit is due: most of the upgrades were directly inspired by this article from draftsim: "},{"attributes":{"link":"https://draftsim.com/lorehold-spirit-upgrade-guide/"},"insert":"https://draftsim.com/lorehold-spirit-upgrade-guide/"},{"insert":"\n\nI think the upgrades work extremely well. I didn't follow it to the letter for budget reasons and because of some personal play style decisions but check out the article for more info and more ideas.\n\n**How does this deck play and work?**\nOn the surface, the base precon is all about manipulating your graveyard to create Spirit Tokens with Quintorius. Quintorius's +1 ability helps you efficiently fill your graveyard and draw you cards. Honestly, this is Quintorius, History Chaser's real strength because he allows you to filter through your deck very quickly to access all of your tools faster than many other decks. We don't particularly care if cards are in the graveyard because we have tons of ways to pull them back out again. The upgraded deck list is geared towards adding additional discard outlets and improving synergies with Quintorius (as outlined in the linked article). If you know what you're doing, this deck is very good at generating value. I'll outline the general game plan and the various tips and tricks below.\n\n**Early Game: Find and Play Value Engines**\nYou want your opening hand to have 3 lands and card draw at the ABSOLUTE MINIMUM. If you find yourself starting out slow, your main goal is just to play your commander. Quintorius is an excellent draw engine, even though you have to discard. Simply discard higher cost cards or cards that don't really speed you up, you can always get them back later if they're important. Plus, there are absolutely cards that are often better in your graveyard than in your hand, especially if you draw them early. Cards like Angel of Indemnity, Anger, Shenanigans, and Sevinne's Reclamation to name a few.\n\nAside from Quintorius, you are looking for those early game value engines that will serve you all game. The obvious ones are those 4 enchantments in the deck (Tocasia's Welcome, Primary Research, Monologue Tax, and Advanced Reconstruction) (if you want to increase the power level of the deck, Smothering Tithe can be added). There are also creatures like Relic Retriever and the other 2 Quintorius cards that are good as well. Squee, Goblin Nabob is an excellent perpetual discard candidate as well, and you'll get a free spirit on each of your upkeeps. Containment Construct and Conspiracy Theorist are also way more valuable than they appear, which brings me to:\n\n*Trick #1*: If you have Containment Construct or Conspiracy Theorist on the field with Quintorius, History Chaser, it makes his +1 ability extremely valuable. You simply use the +1 ability to discard whatever card you want to play that turn, then exile it using Containment Construct or Conspiracy Theorist. You immediately get two draws and a Spirit Token off Quintorius, then you can play/cast the card from exile. Containment Construct specifically says 'play' and not cast, so if they are out, you can discard a land and play the land from exile. Win-win. A similar interaction also works with Currency Converter.\n\nAgain, your early game goals are to set up some value engines, filter through your deck, and fill your graveyard. Save board wipes and other targeted removal in your hand if possible, those are harder to recover. If you want to be more aggressive, cards like Augusta, Order Returned, The Warring Triad, and Hardened Academic can act as decent early game threats that won't draw a lot of hate. I've found that most people don't really know what to make of this deck. They'll see you drawing and discarding and maybe they'll see a few creatures pop up, but there's nothing that really establishes you as a 'problem.'\n\n**Mid-Game: Do Damage, Trade and Remove Threats**\nBy the time you get to turn 6 (this is a bracket 2 deck, so we should be getting to turn 6) you'll officially be in the Mid-Game. Now you'll have a sense of who you're playing and who you need to take out. If somebody is catching on that Quintorius is giving you crazy value, they may start trying to kill him. It is very important to protect Quintorious, which is easier than if he wasn't a planeswalker. Don't be afraid to trade your spirit tokens heavily to remove threats and block incoming damage. If you're getting overwhelmed, be liberal with your board wipes. Quintorius survives most of them and he can repopulate your board very quickly, so don't be shy. If Quintorius gets killed, here's:\n\n*Trick #2* You can send Quintorious to the graveyard if he gets killed. Most people lose their commander and put them immediately back into the Command Zone because they have no way to pull them back without paying the tax. This deck DOES have ways it can pull Quintorius, History Chaser back onto the battlefield from the graveyard. Angel of Indemnity, Guardian Scalelord, and Quintorius, Loremaster can all bring Quintorius, History Chaser back from the Graveyard, so if it's early and you're going to have to wait a turn or two before you can cast Quintorius with the tax, sometimes pays to wait until you actually have to move him back to the command zone to cast him. It feels sooo good not to have to pay that tax. It's best to do this if you already have a retrieval piece that can hit him in your hand, or if you at least have other good ways to draw cards. If you have NO card draw currently available, then yeah probably just pay the tax.\n\nAt this point, you'll want to have full systems set up to extract full value from discarding. Many cards in this deck add value on their own, but once you hit 2 or 3 engines this deck really gets cooking. This is about the time you'll want to set up to play Monument to Endurance. Monument to Endurance is what gives you your ultimate discard value engine by allowing you to draw, get a treasure, or burn your opponents when you discard. It combos best with Hardened Academic, which lets you essentially discard at will and continually use Monument to Endurance on your opponent's turns (you can only use each of its three effects once per turn, so if you can activate it at instant speed with a discard outlet, you get to use it on your opponents' turns as well). \n\nSpend this phase of the game gathering powerful end game pieces like Angel of Indemnity, Moonshaker Cavalry, and Hofri Ghostforge either in your hand or your graveyard. For interaction, play politics with you table as much as you can and do what you can to take out big threats that you won't be able to overcome with combat damage. If you're worried about getting board wiped yourself, Gerrard, Weatherlight Hero is an insurance policy to keep your eyes out for while filtering.\n\n\n**End Game: Beat Everyone Down**\nIt's now time to assemble your end game. This deck usually finishes games with big combo combat turns. You will begin to reach large numbers of spirits and spirit tokens, all of which you can give Double Strike with Quintorius. You'll be consistently wearing down opponents with Spirits and flying creatures in this phase of the game. You also have numerous ways to get lifelink to ensure you life total stays up, allowing you to strategically take hits. This deck is capable of huge burst damage, especially with Moonshaker Cavalry. Even if you lose creatures along with your spirits, you'll have tons of cards in your graveyard you can bring back out thanks to Karmic Guide, Sun Titan, Serra Paragon, Primary Research and others. It'll be very hard opponents to beat you in a battle of attrition.\n\nFind or make an opening, go full force with your Double Striking spirits (Quintorius, History Chaser's -4 ability) and combat damage your way to a win.\n"}]}
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