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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Lorehold Excavation
Enchantment
At the beginning of your end step, mill a card. If a land card was milled this way, you gain 1 life. Otherwise, Lorehold Excavation deals 1 damage to each opponent. (To mill a card, put the top card of your library into your graveyard.)
, Exile a creature card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.








mdf64 on
Lorehold Disturb
3 years ago
Thank you for the suggestions. I also have been play testing this deck a bunch, and I agree that the brew is quite clunky. I'm not sure why I didn't think of Skyclave Apparition which should help with survivability. I also have been thinking of adding Malevolent Hermit Flip unfortunately I don't have the rare wild cards. Lorehold Excavation is working better in my testing, as it can become a win con against control decks/grindy decks. The land base is also a problem because of the large number of nonbasics. So if field of ruin or Archeon do become more prominent it'll make the deck even harder to work. I might try the new Teferi. I will say the win cons (Hofri/Quint) do work when they are given like a turn. The problem is that the amount of removal, and lack of ETB makes them very dangerous to rely on. I'll continue to playtest but I do think it's a little too spicy to be anywhere near competitive.