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The Treacherous Masochist, Traitor identity card from MTG Treachery
The Treacherous Masochist {0}
Identity — Traitor
Unveil {0} If you would be the first player to lose the game, or tied for first, instead you win the game. (You still win the game if you are the last player standing.) As long as no player has lost the game, spells and abilities you control can’t cause you to lose the game, and you can’t pay life.
TRE · 030/062 · M
Traitor

The Treacherous Masochist

#30 · Mythic Rarity means complexity, not power

Identity — Traitor

Unveil {0}

If you would be the first player to lose the game, or tied for first, instead you win the game. (You still win the game if you are the last player standing.)

As long as no player has lost the game, spells and abilities you control can’t cause you to lose the game, and you can’t pay life.

Unveil cost
{0} · mana value 0
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

  • The Treacherous Masochist’s second ability is a replacement effect that affects the game only while the identity card is face up. If you are the first player to lose the game and the identity card is face down, you won’t win the game.
  • The Treacherous Masochist’s replacement effect does nothing if you concede the game. A player who concedes leaves the game.
  • If you can’t lose the game (for example, you control a Platinum Angel), The Treacherous Masochist won’t do anything.
  • If a spell or an activated ability has a cost that requires you to pay life, that spell or ability can’t be cast or activated.
  • Other things may cause you to pay life, such as during the resolution of a spell or an ability. You cannot pay life for those too.
  • Players may always pay 0 life, even if an effect says they can’t pay life.