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The Marshal, Guardian identity card from MTG Treachery
The Marshal {X}{4}
Identity — Guardian
Undercover Unveil {X}{4} When The Marshal is unveiled, choose a color and a creature type. Target player creates X plus four 1/1 creature tokens of the chosen color and type. If X is 3 or more, destroy all other creatures.
TRE · 011/062 · R
Guardian

The Marshal

#11 · Rare · Undercover Rarity means complexity, not power

Identity — Guardian

Undercover

Unveil {X}{4}

When The Marshal is unveiled, choose a color and a creature type. Target player creates X plus four 1/1 creature tokens of the chosen color and type. If X is 3 or more, destroy all other creatures.

Unveil cost
{X}{4} · mana value 4, X counts as 0
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

  • The X in the unveiling triggered ability has the same value as the X paid in the Unveil ability. This is pretty easy to derive since there is no other source of X.
  • The Marshal’s unveiling triggered ability checks the number you chose for X, not the amount of mana you actually spent.
  • You do what the spell says in order. If X is 4 or more, you’ll put the creature tokens onto the battlefield, then you’ll destroy other creatures.
  • No one can cast spells or activate abilities between the time the creature tokens are put onto the battlefield and the time all other creatures are destroyed. For example, you can’t sacrifice one of those tokens to regenerate a Dimir House Guard.
  • You must choose an existing creature type, such as Fish or Artificer. You can’t choose card types (e.g., artifact) or supertypes (e.g., snow).