Lorehold Spirit precon.
Develop Boros mana, put usable cards in the graveyard and protect Quintorius with blockers.
At the table
Pod notes →- Keep
- Three lands with red and white access, early ramp or a blocker, and a way to place or recover a card from the graveyard.
- Develop
- Defend Quintorius and create useful, separate graveyard departures through flashback and recursion.
- Finish
- Build Spirit pressure and recurring value while using removal to protect the planeswalker and clear attacks.
- Watch out
- Count departure events, not cards. Selfless Spirit cannot stop sacrifice; Serra Paragon does not grant flash.
Guide reviewed List 7337d076
Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.
Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.
Develop Boros mana, put usable cards in the graveyard and protect Quintorius with blockers.
Opening hands
Seven cards from this build. Commanders start in the command zone. In multiplayer Commander, the first mulligan is free. For later mulligans, draw seven again; once you keep, put one card on the bottom for each mulligan beyond the free one.
KeepShow the seven
- Command Tower
- Mountain
- Plains
- Arcane Signet
- Staff of the Storyteller
- Sevinne's Reclamation
- Swords to Plowshares
Assumes Quintorius, History Chaser is the chosen commander in the command zone and a four-player Core pod. Three lands plus Arcane Signet develop and fix mana, while Staff of the Storyteller and Sevinne's Reclamation give this hand a concrete plan. Check the timing of colored costs before choosing the first land.
BorderlineShow the seven
- Command Tower
- Mountain
- Staff of the Storyteller
- Sevinne's Reclamation
- Swords to Plowshares
- Moonshaker Cavalry
- Angel of Indemnity
Two lands make the expensive end of this hand dependent on further mana development. Staff of the Storyteller is a reason to consider it on a later mulligan, but at seven cards with the multiplayer free mulligan available I would usually seek a more dependable third land or accelerator. Do not count a future draw as guaranteed.
MulliganShow the seven
- Command Tower
- Moonshaker Cavalry
- Angel of Indemnity
- Sun Titan
- Ao, the Dawn Sky
- Balefire Liege
- Guardian Scalelord
One land and an expensive hand cannot reliably develop the stock plan. Keeping several attractive payoffs does not compensate for missing land drops; use the multiplayer free mulligan when available, then follow the London mulligan procedure if drawing again.
How it plays.
Core game plan
Develop Boros mana, put usable cards in the graveyard and protect Quintorius with blockers. Separate events in which cards leave your graveyard trigger the commander; several cards leaving together are one event. Flashback and recursion can provide those events without spending a card solely to exile your own graveyard. Relic Retriever checks at each end step whether a card left your graveyard that turn, creating one Treasure if so; it is not a graveyard-hate activation and does not trigger once per departing card.
Key cards
- Quintorius, History Chaser. Your commander and the engine that ties the deck together: any time one or more cards leave your graveyard you get a 3/2 Spirit, the plus one loots and refills the yard while drawing two, and the minus four gives every Spirit double strike and vigilance for a frequently lethal alpha strike. As a planeswalker it must be defended, but it can win the game by itself.
- Hofri Ghostforge. A second engine and a payoff: it pumps your Spirits with plus one plus one, trample, and haste, and when any other nontoken creature you control dies it exiles it and makes a Spirit copy. That copy entering can chain into ETB recursion, and exiling the dying creature is itself a card leaving (or about to leave) your graveyard worth of value with the rest of your shell.
- Sun Titan. Repeatable mana value 3 or less recursion on enter and on every attack, which means a Spirit token from Quintorius every combat plus a free permanent back. It rebuilds rocks, utility creatures, and lands and is one of the best targets for your own reanimation.
- Excava, the Risen Past. Your alternate face commander. A 2/2 flier with haste that, on attack, returns a mana value 3 or less artifact, creature, or non-Aura enchantment from your graveyard with a finality counter as a 1/1 flying Spirit. Each attack is a graveyard-leaves trigger and a fresh body, making her a self-sufficient aggressive engine if you choose to lead with her instead.
- Teshar, Ancestor's Apostle. Every historic spell you cast (artifacts, legendaries, and Sagas) returns a mana value 3 or less creature from your graveyard. With this deck's heavy artifact and legendary count, Teshar turns each rock or legend into a reanimation plus a Quintorius Spirit, and it is the closest thing the deck has to a true loop piece.
- Sevinne's Reclamation. Returns a permanent card with mana value 3 or less. Flashback creates a copy: casting it from your graveyard and the two separate successful returns can produce three Quintorius departure events.
- Moonshaker Cavalry. Your premier finisher: on enter it gives all your creatures flying and plus X plus X where X is the number of creatures you control. After a few turns of Spirit generation this is usually lethal out of nowhere, and it is a perfect reanimation target if it ends up in the yard.
- Serra Paragon. During each of your turns, lets you play an eligible land or cast an eligible permanent from your graveyard once, following normal timing. The permanent gains an exile-and-life death trigger.
- Staff of the Storyteller. Enters making a 1/1 flying Spirit and then banks a story counter whenever you create one or more creature tokens, which this deck does constantly. Those counters convert into cards drawn, turning your token swarm into a renewable card-advantage engine.
Combos and synergies
- Flashing back Sevinne's Reclamation can create three separate graveyard-departure events for Quintorius: cast Reclamation from the graveyard, return a permanent with its copy, then return a permanent with the original. Each return must actually move an eligible card. Serra Paragon provides permission during each of your turns and does not waive normal casting timing. Selfless Spirit grants indestructible, which protects against destruction and lethal damage but not exile, sacrifice or toughness reduced to zero. It cannot save creatures from Tragic Arrogance's sacrifice.
Mulligan
- Three lands with red and white access, early ramp or a blocker, and a way to place or recover a card from the graveyard.
- A balanced hand that develops an engine while retaining an answer to a meaningful opposing threat. Check tapped-land timing and required colors, not just total land count.
- Zero or one land without a dependable route to develop mana.
- Expensive payoffs without early ramp, or several synergy payoffs with no way to supply their required bodies, spells or resources.
- A hand relying on drawing the chosen commander: the commander starts in the command zone, not the opening seven.
Lines and sequencing
- Protect the planeswalker with a blocker before spending a whole turn on setup.
- Prefer useful graveyard departures from flashback or recursion; count events rather than the number of cards moving at once.
- Track the three potential Sevinne's Reclamation departure events and confirm each target remains legal.
- Use Serra Paragon on your turn under the normal timing rules, and remember its additional exile-and-life trigger on the returned permanent.
- Hold Selfless Spirit for destroy or damage effects, not Tragic Arrogance, sacrifice, exile or -X/-X.
- After graveyard exile, rebuild with a fresh discard/mill opportunity and board presence rather than assuming the old recursion targets remain.
Pilot difficulty
Intermediate. The main plan is readable, but sequencing, trigger timing and resource accounting matter. Use the pilot reference and worked interaction before taking a long turn.