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The Flickering Mage, Guardian identity card from MTG Treachery
The Flickering Mage {4}
Identity — Guardian
Undercover Unveil {4} When The Flickering Mage is unveiled, exile up to four target nonland permanents. Return those cards to the battlefield tapped under their owner’s control at the beginning of the next end step.
TRE · 006/062 · U
Guardian

The Flickering Mage

#6 · Uncommon · Undercover Rarity means complexity, not power

Identity — Guardian

Undercover

Unveil {4}

When The Flickering Mage is unveiled, exile up to four target nonland permanents. Return those cards to the battlefield tapped under their owner’s control at the beginning of the next end step.

Unveil cost
{4} · mana value 4
Team
Leader team

Playing a Guardian

Secretly sworn to protect the Leader. You win or lose with them, even if you are still alive.

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

Undercover: you can only unveil once another player has attacked the Leader this game, or another non-Leader identity has been revealed.

Roles and win conditions in the rules →

Rulings

  • All cards exiled with The Flickering Mage will return to the battlefield, even if they’re no longer creatures.
  • If a creature token is exiled, it ceases to exist. It won’t be returned to the battlefield.
  • If a double-faced card is exiled, it will return with its front face up.
  • When the creatures are exiled, any Auras or Equipment on them fall off and any counters on them are removed. When they return to the battlefield, they come back tapped and are treated as new versions of the cards.
  • Normally, the creatures will return to the battlefield at the end of the same turn they were exiled. But if they’re exiled during the End step, it’s too late to return them this turn. They have to wait to return to the battlefield until the next End step.