Living Lore is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
As this creature enters, exile an instant or sorcery card from your graveyard. Living Lore's power and toughness are each equal to the exiled card's mana value. Whenever this creature deals combat damage, you may sacrifice it. If you do, you may cast the exiled card without paying its mana cost.
How it works : Living Lore
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If there are no instant or sorcery cards in your graveyard as Living Lore enters the battlefield, it will enter the battlefield as a 0/0 creature and be put into its owner's graveyard due to having 0 toughness.
No other card is named in this ruling.
- #2· Wizards of the Coast
If an instant or sorcery spell puts Living Lore onto the battlefield, that spell is still on the stack while you choose a card to exile. You can't exile it with Living Lore.
No other card is named in this ruling.
- #3· Wizards of the Coast
If Living Lore leaves the battlefield, the ability that defines its power and toughness will lose track of the exiled card. Its power and toughness are 0 in other zones.
No other card is named in this ruling.
- #4· Wizards of the Coast
Similarly, if the exiled card somehow leaves exile while Living Lore is on the battlefield, it will become a 0/0 creature.
No other card is named in this ruling.
- #5· Wizards of the Coast
Living Lore's last ability will trigger whenever it deals combat damage, no matter if that damage is dealt to an opponent, an opposing planeswalker, or a creature it's blocking or being blocked by. You choose whether to sacrifice Living Lore as that ability resolves. If Living Lore has already left the battlefield, perhaps because it was dealt lethal damage at the same time it dealt damage, you can't sacrifice it.
No other card is named in this ruling.
- #6· Wizards of the Coast
You may cast a sorcery this way even if it's not your turn.
No other card is named in this ruling.
- #7· Wizards of the Coast
If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, such as that of Tormenting Voice, those must be paid to cast the card.
No other card is named in this ruling.
- #8· Wizards of the Coast
If a spell has
in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Muldrotha, the Gravetide + Living Lore + Concordant Crossroads + Temporal Manipulation
- 1Cast Living Lore from your hand or graveyard by paying
.
- 2Living Lore enters the battlefield, exiling Temporal Manipulation from your graveyard.
- 3Move to your combat phase, and deal combat damage with Living Lore.
- 4Living Lore triggers, causing you to sacrifice it and cast Temporal Manipulation from exile without paying its mana cost.
- 5Resolve Temporal Manipulation, taking an extra turn after this one.
- 6Repeat each turn.
Muldrotha, the Gravetide + Living Lore + Concordant Crossroads + Capture of Jingzhou
- 1Cast Living Lore from your hand or graveyard by paying
.
- 2Living Lore enters the battlefield, exiling Capture of Jingzhou from your graveyard.
- 3Move to your combat phase, and deal combat damage with Living Lore.
- 4Living Lore triggers, causing you to sacrifice it and cast Capture of Jingzhou from exile without paying its mana cost.
- 5Resolve Capture of Jingzhou, taking an extra turn after this one.
- 6Repeat each turn.
Muldrotha, the Gravetide + Living Lore + Concordant Crossroads + Walk the Aeons
- 1Cast Living Lore from your hand or graveyard by paying
.
- 2Living Lore enters the battlefield, exiling Walk the Aeons from your graveyard.
- 3Move to your combat phase, and deal combat damage with Living Lore.
- 4Living Lore triggers, causing you to sacrifice it and cast Walk the Aeons from exile without paying its mana cost.
- 5Resolve Walk the Aeons, taking an extra turn after this one.
- 6Repeat each turn.
Muldrotha, the Gravetide + Living Lore + Concordant Crossroads + Time Warp
- 1Cast Living Lore from your hand or graveyard by paying
.
- 2Living Lore enters the battlefield, exiling Time Warp from your graveyard.
- 3Move to your combat phase, and deal combat damage with Living Lore.
- 4Living Lore triggers, causing you to sacrifice it and cast Time Warp from exile without paying its mana cost.
- 5Resolve Time Warp, taking an extra turn after this one.
- 6Repeat each turn.
Living Lore + Nim Deathmantle + Walk the Aeons
- 1Deal combat damage to a player or permanent using Living Lore.
- 2Living Lore triggers, causing you to sacrifice it.
- 3When Living Lore dies, its reflexive ability and Nim Deathmantle trigger.
- 4Resolve the Living Lore trigger, causing you to cast Walk the Aeons from exile without paying its mana cost.
- 5Resolve Walk the Aeons, causing you to take an extra turn after this one.
- 6Resolve the Nim Deathmantle trigger, causing you to pay
to return Living Lore from your graveyard to the battlefield, and attach Nim Deathmantle to it.
- 7As Living Lore enters the battlefield, choose to exile Walk the Aeons from your graveyard.
- 8Repeat each turn.
Living Lore + Nim Deathmantle + Time Stretch
- 1Deal combat damage to a player or permanent using Living Lore.
- 2Living Lore triggers, causing you to sacrifice it.
- 3When Living Lore dies, its reflexive ability and Nim Deathmantle trigger.
- 4Resolve the Living Lore trigger, causing you to cast Time Stretch from exile without paying its mana cost.
- 5Resolve Time Stretch, causing you to take two extra turns after this one.
- 6Resolve the Nim Deathmantle trigger, causing you to pay
to return Living Lore from your graveyard to the battlefield, and attach Nim Deathmantle to it.
- 7As Living Lore enters the battlefield, choose to exile Time Stretch from your graveyard.
- 8Repeat during your second extra turn.
Karador, Ghost Chieftain + Living Lore + Concordant Crossroads + Walk the Aeons
- 1Cast Living Lore from your hand or graveyard by paying
.
- 2Living Lore enters the battlefield, exiling Walk the Aeons from your graveyard.
- 3Move to your combat phase, and deal combat damage with Living Lore.
- 4Living Lore triggers, causing you to sacrifice it and cast Walk the Aeons from exile without paying its mana cost.
- 5Resolve Walk the Aeons, taking an extra turn after this one.
- 6Repeat each turn.
Living Lore + Nim Deathmantle + Capture of Jingzhou
- 1Deal combat damage to a player or permanent using Living Lore.
- 2Living Lore triggers, causing you to sacrifice it.
- 3When Living Lore dies, its reflexive ability and Nim Deathmantle trigger.
- 4Resolve the Living Lore trigger, causing you to cast Capture of Jingzhou from exile without paying its mana cost.
- 5Resolve Capture of Jingzhou, causing you to take an extra turn after this one.
- 6Resolve the Nim Deathmantle trigger, causing you to pay
to return Living Lore from your graveyard to the battlefield, and attach Nim Deathmantle to it.
- 7As Living Lore enters the battlefield, choose to exile Capture of Jingzhou from your graveyard.
- 8Repeat each turn.
Legal formats
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Meta decks with Living Lore
No archived Top 8 deck with this card yet.













