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MTG Treachery · the hidden-role Commander variant

Make promises. Break them.

Treachery is a multiplayer Commander mode with secret identities. Guard the Leader, hunt them down, or outlast everyone, and nobody knows whose side you're on until you unveil.

The Puppet Master, Traitor identity card from MTG Treachery
The Puppet Master {6}
Identity — Traitor
Unveil {6} When The Puppet Master is unveiled, redistribute control of any number of other identity cards. Then turn face down each of those cards that isn’t a Leader. (Each player must control one identity card.) You may look at face-down identity cards you don’t control any time. At the beginning of your end step, draw two cards.
TRE · 027/062 · M
The Augur, Guardian identity card from MTG Treachery
The Augur {X}
Identity — Guardian
Undercover Unveil {X} When The Augur is unveiled, target player shuffles, scries X, then exiles the top card of their library. They gain life equal to twice that card’s mana value, then they may cast it without paying its mana cost.
TRE · 002/062 · R
Her Seedborn Highness, Leader identity card from MTG Treachery
Her Seedborn Highness
Identity — Leader
(Start the game with this identity face up in the command zone. You are the starting player.) Start the game with a number of seed counters on Her Seedborn Highness equal to the number of players. {2}, Remove a seed counter from Her Seedborn Highness: Untap all permanents you control. Activate only once each turn.
TRE · 055/062 · U
The Ambitious Queen, Assassin identity card from MTG Treachery
The Ambitious Queen Pay 1 life, Exile a nonland card from your hand
Identity — Assassin
Unveil—Pay 1 life, Exile a nonland card from your hand. When The Ambitious Queen is unveiled, counter target noncreature spell.
TRE · 032/062 · U
The Beastmaster, Assassin identity card from MTG Treachery
The Beastmaster {4}
Identity — Assassin
Unveil {4} When The Beastmaster is unveiled, up to two target players each create two 4/4 red and green Beast creature tokens with trample.
TRE · 033/062 · U

A new way to play Commander

A secret identity for everyone

Before the first land drop, each player is dealt a hidden role. Only the Leader starts face up.

Unveil at the worst possible moment

Every identity has an unveil cost and an effect that can turn the game. Pay it when it hurts most.

Politics with real stakes

Who is protecting the Leader, and who is waiting to stab them? Make deals, bluff, and read the table.

Bring the decks you already own

Any Commander deck works. Four to twelve players, no extra cards to buy if you print at home.

Four roles, one throne

Leader

Leader team

Survive. Your team wins once every Assassin and Traitor has left the game.

Guardian

Leader team

Keep the Leader alive until every Assassin and Traitor is gone. If all Leaders fall, you lose too.

Assassin

Assassin team

Your team wins when all Leaders have lost and at least one Assassin is still in the game.

Traitor

A team of one

Be the last player standing. You must outlast everyone, other Traitors included, so the Assassins have to fall before the Leader does.

Full rules, role counts and Undercover explained →

62 identities, newly illustrated

Search the oracle →

Two ways to play

Play online

No cards needed. One player hosts, everyone joins on their own phone with a code or QR, and the app deals the secret identities. Unveils, eliminations and the winner are tracked for you.

Host a game

Print at home

Print the identity cards on A4 or Letter, cut them out and sleeve them in front of a Magic card. Pick the full deck, a beginner set or the right roles for your player count.

Print the cards

Everything on Treachery.app

  • Secret identities, dealt for you

    The app deals the roles. Hold to peek: only your own phone ever sees your card.

  • Join by code, QR or link

    Scan, type a name, sit down. Late arrivals can join until the deal.

  • Pass-the-phone seats

    No phone? Share the host’s. Each identity stays hidden until it’s that player’s turn to look.

  • Undercover check on unveil

    The unveil button knows when an Undercover identity may flip, and says no when it can’t.

  • Live table and TV view

    Unveils, eliminations and the log on every phone, or on a TV after one scan.

  • Winners, undo and rematch

    The game calls the winners by the rules. Misclick? Undo. Same players, new deal in one tap.

  • Life totals on Lotus

    Track life on Lotus, our free life counter, next to Treachery.app.

  • Host handover

    Leaving early? Hand the host role to anyone still at the table.

  • Scryfall-style card oracle

    Search all 62 identities by role, rarity, unveil cost or text.

  • The full rules guide

    Plain-language rules, role counts for 4 to 12 players and every edge case.

  • The TRE deck, newly illustrated

    62 identities with new art, from simple uncommons to wild mythics.

  • Print at home

    Print-and-play sheets of every identity, ready to cut and sleeve.

An empty throne with a sword in its seat and a fallen crown on the steps, watched by masked nobles

The throne is empty.

Gather four to twelve players. Bring your Commander decks. We bring the secrets.