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The Ferryman, Traitor identity card from MTG Treachery
The Ferryman {1}
Identity — Traitor
Unveil {1} When The Ferryman is unveiled, choose target permanent. When that permanent is put into a graveyard this turn, return another card that shares a card type with it from that graveyard to the battlefield under your control. {3}: Turn The Ferryman face down. Activate only during your turn and only once each turn.
TRE · 021/062 · M
Traitor

The Ferryman

#21 · Mythic Rarity means complexity, not power

Identity — Traitor

Unveil {1}

When The Ferryman is unveiled, choose target permanent. When that permanent is put into a graveyard this turn, return another card that shares a card type with it from that graveyard to the battlefield under your control.

{3}: Turn The Ferryman face down. Activate only during your turn and only once each turn.

Unveil cost
{1} · mana value 1
Team
A team of one

Playing a Traitor

Loyal to no one. Play both sides until only you are left on the throne.

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

Roles and win conditions in the rules →

Rulings

  • All The Ferryman does when it resolves is set up a delayed triggered ability. If the targeted permanent isn’t put into a graveyard this turn, that ability never triggers. If the targeted permanent is put into a graveyard this turn, that ability triggers and resolves like any other triggered ability.
  • The permanent card that will be returned to the battlefield isn’t chosen until the delayed triggered ability resolves. The player who chooses is the player who controlled The Ferryman.
  • The permanent that’s returned to the battlefield can’t be the same one that was put into the graveyard (assuming it’s still in the graveyard when the delayed triggered ability resolves).