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The Warlock, Guardian identity card from MTG Treachery
The Warlock {3}
Identity — Guardian
Undercover Unveil {3} When The Warlock is unveiled, end the phase if it isn’t the ending phase. (Exile all spells and abilities on the stack. Remove all creatures from combat. Then, the active player begins their next phase.)
TRE · 018/062 · M
Guardian

The Warlock

#18 · Mythic · Undercover Rarity means complexity, not power

Identity — Guardian

Undercover

Unveil {3}

When The Warlock is unveiled, end the phase if it isn’t the ending phase. (Exile all spells and abilities on the stack. Remove all creatures from combat. Then, the active player begins their next phase.)

Unveil cost
{3} · mana value 3
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

  • Ending the phase this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can’t be countered. 2) If there are any attacking and blocking creatures, they’re removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the next phase.
  • If any triggered abilities do trigger during this process, they’re put onto the stack at the beginning of the next step or phase.
  • Though other spells and abilities that are exiled won’t get a chance to resolve, they don’t count as being countered.
  • The phases of a turn are, in order, beginning, precombat main, combat, postcombat main, and ending.