Lorehold Spirit precon.
Lorehold Spirit is the stock Secrets of Strixhaven Commander (2026) Lorehold precon, led by the planeswalker Quintorius, History Chaser, a Red/White (Boros) deck built around making cards leave your graveyard to flood the board with 3/2 Spirit tokens. You recur cheap creatures and permanents over and over with a deep package of reanimation, then turn the resulting Spirits sideways behind anthems and Quintorius's ultimate. Excava, the Risen Past is the included alternate face commander, a 2/2 flier with haste that reanimates a mana value 3 or less card every time she attacks, offering a more aggressive, creature-based way to lead the same shell.
This precon ships with two face commanders. Lead the deck with either one.


The deck runs on a single loop: get cards into the graveyard, then pull them back out. Whenever one or more cards leave your graveyard, Quintorius, History Chaser makes a 3/2 red and white Spirit, so every reanimation spell, flashback, exile-from-yard, and recursion effect doubles as a token generator. Stack a few of those triggers in a turn and the board snowballs faster than the rest of the pod can answer, then anthems and the planeswalker ultimate convert wide into lethal.
How it plays.
Core game plan
Early turns are about ramp, fixing, and filling the yard: play your mana rocks (Sol Ring, Arcane Signet, Mind Stone, Fellwar Stone), loot with Faithless Looting or Seize the Spoils, and mill a little with Millikin or Perpetual Timepiece so there are targets to recur later. Protect Quintorius, History Chaser by attacking down threatening planeswalkers and creatures, and use the +1 to dig and to seed the graveyard with extra fuel. By the mid game you want one or two graveyard-leaves triggers per turn, from Sun Titan, Sevinne's Reclamation, Lorehold Charm, or Serra Paragon, each of which both rebuilds your board and spawns a 3/2 Spirit off the commander. The token count climbs while anthems like Hofri Ghostforge, Quintorius, Field Historian, and Balefire Liege make those Spirits genuinely threatening. Late game you go wide and then go tall: Moonshaker Cavalry or Quintorius, History Chaser's minus four (double strike and vigilance on all Spirits) turns a modest board into a one-shot, while Ao, the Dawn Sky and Ceaseless Conflict give you board-wipe insurance that still leaves you ahead. If the game grinds, your recursion engines simply out-attrition the table because nearly every creature you lose comes back, often as a copy.
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 mana value 3 or less permanent and, when flashed back from the graveyard, copies itself so you bring back two permanents. That is up to two graveyard-leaves triggers and two Spirit tokens from a single late-game card, and it recurs your best cheap creatures.
- 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. Once per turn you may play a land from your graveyard or cast a mana value 3 or less permanent from it, gaining life and recursion insurance, and each use is a card leaving your graveyard for a Spirit. It is steady, repeatable advantage that also feeds the token engine every single turn.
- 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
- There are no infinite two-card combos in the stock list. The deck is a web of value engines rather than a combo deck. The central loop is recursion plus Quintorius, History Chaser: any effect that returns or exiles cards from your graveyard (Sun Titan, Sevinne's Reclamation, Serra Paragon, Teshar, Ancestor's Apostle, Excava, the Risen Past, Lorehold Charm, Karmic Guide, Guardian Scalelord, Angel of Indemnity, Venerable Warsinger) makes a 3/2 Spirit, and several other cards reward the same trigger in parallel, including Quintorius, Field Historian (another Spirit), Kirol, History Buff (becomes prepared), Relic Retriever (a Treasure), Spirit of Resilience (a counter and a copy), Primary Research (a card), and Advanced Reconstruction at level two (two damage to each opponent). Hofri Ghostforge plus a sacrifice effect (Selfless Spirit, Remorseful Cleric, or a board wipe like Ceaseless Conflict or Wave of Reckoning) converts your dying nontoken creatures into Spirit copies, and Teshar plus cheap historic permanents plus a recursion target produces a strong but non-infinite reanimation chain. The finish is going wide and then casting Moonshaker Cavalry or activating Quintorius's minus four for double strike and vigilance.
Mulligan
- Two to four lands with at least one source of red and one of white, a mana rock or two, and a way to start filling the graveyard such as Faithless Looting, Seize the Spoils, Millikin, or Perpetual Timepiece
- A hand that can deploy and protect Quintorius, History Chaser on curve, ideally with a rock so you can cast it on turn three or four and immediately start ticking it up
- An engine plus fuel: a recursion piece like Sun Titan, Serra Paragon, or Teshar, Ancestor's Apostle alongside cheap creatures or mill to give it targets
- Excava, the Risen Past plus a couple of mana value 3 or less creatures in hand or library and enough fixing to cast her on turn four if you intend to lead aggressively
- One land or a five-plus land hand with no rocks and no card filtering
- All recursion and reanimation payoffs but nothing cheap to recur and no way to fill the graveyard, so the engines have no targets
- A hand that is only expensive top-end (Moonshaker Cavalry, Ao, the Dawn Sky, Quintorius, Loremaster) with no early plays or ramp
- Color-screwed hands missing either red or white entirely with no Command Tower, Arcane Signet, or dual to fix it
Lines and sequencing
- Sequence recursion to maximize Quintorius, History Chaser triggers: returning two cards at once with one spell still makes only one Spirit, so when you have the choice, spread your graveyard-leaves effects across multiple casts (for example Sevinne's Reclamation now and Lorehold Charm later) to bank more tokens
- Use Quintorius's plus one freely; discarding a card to draw two and mill one both protects the planeswalker by building loyalty and reloads your graveyard with fresh reanimation targets for next turn
- Hold Selfless Spirit to fog your own board against Wave of Reckoning, Ceaseless Conflict, Tragic Arrogance, or an opponent's wrath, and note that Ceaseless Conflict and Ao, the Dawn Sky let you wipe the board while keeping yourself ahead on tokens or counters
- When you control a Mountain and Anger is in your graveyard your whole team has haste, so dumping Anger early (via looting or milling) turns every freshly reanimated or token creature into an immediate attacker
- Time Quintorius's minus four for a turn you are already wide; double strike and vigilance on every Spirit usually represents far more than its loyalty cost in damage and keeps your blockers up afterward
- Excava, Spirit of Resilience, and similar attack and leaves-graveyard triggers reward sending creatures in, so be willing to attack into open mana when the reanimation upside outweighs the trade
- Save Path to Exile, Swords to Plowshares, and Rip Apart for genuine threats and use Skyclave Apparition or White Orchid Phantom proactively, since both have downsides for the opponent that are minor compared to removing a key permanent or ramping yourself even
Pilot difficulty
Intermediate. The lines are forgiving but you must sequence recursion and Quintorius triggers thoughtfully and protect a planeswalker commander to get full value.