Card oracle
MTG Treachery cards
All 62 Treachery identities: 13 Leaders, 18 Guardians, 18 Assassins and 13 Traitors. Search like you would on Scryfall. Rarity means complexity, not power (why).
The Ætherist {3}Identity — GuardianUndercover Unveil {3} When The Ætherist is unveiled, counter target spell. At the beginning of target player’s next main phase, they gain life and add an amount of {C} equal to that spell’s mana value.TRE · 001/062 · R
The Augur {X}Identity — GuardianUndercover Unveil {X} When The Augur is unveiled, target player shuffles, scries X, then exiles the top card of their library. They gain life equal to twice that card’s mana value, then they may cast it without paying its mana cost.TRE · 002/062 · R
The Bodyguard {4}Identity — GuardianUndercover Unveil {4} When The Bodyguard is unveiled, until your next turn, prevent all damage that would be dealt to target player and each creature and planeswalker they control.TRE · 003/062 · U
The Cathar {5}, Pay 5 lifeIdentity — GuardianUndercover Unveil—{5}, Pay 5 life. When The Cathar is unveiled, exile up to three target nonland permanents until you lose the game. (Those permanents return under their owners’ control.)TRE · 004/062 · U
The Cryomancer {X}Identity — GuardianUndercover Unveil {X} When The Cryomancer is unveiled, tap X target permanents and remove them from combat. If it’s your turn, distribute X stun counters among any number of those permanents. (If a permanent with a stun counter would become untapped, remove one from it instead.)TRE · 005/062 · R
The Flickering Mage {4}Identity — GuardianUndercover 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
The Golem {6}Identity — GuardianUndercover Unveil {6} When The Golem is unveiled, target Leader player loses 6 life and you gain 6 life. Leader players have hexproof and can’t be attacked. (Until you lose the game.)TRE · 007/062 · U
The Great Martyr {2}Identity — GuardianUndercover Unveil {2} When The Great Martyr is unveiled, until end of turn, if a source an opponent controls would deal damage to a Leader player, that damage is dealt to you instead. The same is true for losing life, discarding cards and sacrificing permanents. Whenever you are dealt damage or lose life this way, draw half that many cards, rounded up. Whenever you discard a card or sacrifice a permanent this way, you gain 2 life.TRE · 008/062 · M
The Immortal {3}Identity — GuardianUndercover Unveil {3} When The Immortal is unveiled, up to one target player gains 15 life and up to one target player shuffles their graveyard into their library.TRE · 009/062 · U
The Inquisitor {X}{1}Identity — GuardianUndercover Unveil {X}{1} When The Inquisitor is unveiled, choose X other target players. They each reveal their hand. For each of those players, choose a card from their graveyard or hand and exile it.TRE · 010/062 · U
The Marshal {X}{4}Identity — GuardianUndercover 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
The Mirror Maestra {X}{X}{2}Identity — GuardianUndercover Unveil {X}{X}{2} When The Mirror Maestra is unveiled, choose a player and X target permanents. For each of those permanents, that player creates a token that’s a copy of it.TRE · 012/062 · U
The Oracle {2}Identity — GuardianUndercover Unveil {2} When The Oracle is unveiled, until end of turn, Leader players have protection from everything and their life totals can’t change. (They can’t be targeted, dealt damage, or enchanted by anything and their life totals can’t change.)TRE · 013/062 · M
The Quellmaster {9}Identity — GuardianUndercover Unveil {9}. This cost is reduced by {1} for each creature controlled by non-Leader players. When The Quellmaster is unveiled, tap all creatures controlled by non-Leader players and put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)TRE · 014/062 · R
The Spellsnatcher {4}Identity — GuardianUndercover Unveil {4} When The Spellsnatcher is unveiled, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner’s graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.TRE · 015/062 · R
The Summoner {X}{Y}Identity — GuardianUndercover Unveil {X}{Y}. X and Y can’t be 0. When The Summoner is unveiled, target player creates X 0/0 colorless Shapeshifter creature tokens with changeling and reach. Put Y +1/+1 counters on each of them.TRE · 016/062 · R
The Supplier Discard a nonland cardIdentity — GuardianUndercover Unveil—Discard a nonland card. When The Supplier is unveiled, you get {m}{m}{m}{m}{m}{m} (six gem counters). {1}, Pay {m}: Target player chooses a card from their graveyard or an exiled card they own and puts it into their library third from the top. {2}, Pay {m}{m}: Target player reveals the top seven cards of their library. They put two of them into their hand and the rest on the bottom of their library in a random order.TRE · 017/062 · M
The Warlock {3}Identity — GuardianUndercover 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
The Banisher {7}Identity — TraitorUnveil {7} When The Banisher is unveiled, exile any number of target creatures. Draw a card for each nontoken creature exiled this way.TRE · 019/062 · U
The Cleaner {8}Identity — TraitorUnveil {8} When The Cleaner is unveiled, if it’s your turn, exile all nonland permanents you don’t control and all opponents’ graveyards.TRE · 020/062 · R
The Ferryman {1}Identity — TraitorUnveil {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
The Gatekeeper {3}Identity — TraitorUnveil {3} When The Gatekeeper is unveiled, create Cerberus, a legendary 4/8 black and red Demon Dog creature token with menace, double strike, trample, and lifelink. {2}: Turn The Gatekeeper face down.TRE · 022/062 · U
The Grenadier {X}Identity — TraitorUnveil {X} When The Grenadier is unveiled, create X plus three colorless artifact tokens named Explosive. {1}, Sacrifice a token named Explosive: Choose one — • Destroy target nonland permanent. • Target player loses 3 life.TRE · 023/062 · U
He Who Comes To Save The Day {2}Identity — TraitorUnveil {2} When He Who Comes To Save The Day is unveiled, the next time target player would lose the game this turn, instead they shuffle their hand, their graveyard, and all permanents they own into their library, then they draw twelve cards and their life total becomes 12. Then that player puts any number of permanent cards with mana value 4 or less from their hand onto the battlefield.TRE · 024/062 · M
The Metamorph Pay 8 life, Discard a cardIdentity — TraitorUnveil—Pay 8 life, Discard a card. When The Metamorph is unveiled, until end of turn, as an opponent loses the game, you may remove The Metamorph from the game. If you do, gain control of that player’s identity card and turn it face down if it isn’t a Leader.TRE · 025/062 · M
The Oneiromancer {X}{X}Identity — TraitorUnveil {X}{X} When The Oneiromancer is unveiled, exile the top X cards of each player’s library face down. You may look at cards exiled with The Oneiromancer. Once each turn, you may cast a spell among cards exiled with The Oneiromancer without paying its mana cost. When you do, exile the top card of target player’s library face down.TRE · 026/062 · U
The Puppet Master {6}Identity — TraitorUnveil {6} When The Puppet Master is unveiled, redistribute control of any number of other identity cards. Then turn face down each of those cards that isn’t a Leader. (Each player must control one identity card.) You may look at face-down identity cards you don’t control any time. At the beginning of your end step, draw two cards.TRE · 027/062 · M
The Reflector {5}Identity — TraitorUnveil {5} When The Reflector is unveiled, gain control of target ability, instant, or sorcery spell. You may choose new targets for it. Then copy that spell or ability for each opponent. You may choose new targets for the copies.TRE · 028/062 · R
The Time Bender {6}Identity — TraitorUnveil {6} When The Time Bender is unveiled, choose two — • Each player shuffles their hand and graveyard into their library, then draws seven cards. • Take an extra turn after this one. • End the turn.TRE · 029/062 · R
The Treacherous Masochist {0}Identity — TraitorUnveil {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
The Wearer of Masks {X}Identity — TraitorUnveil {X} As The Wearer of Masks is unveiled, reveal up to X non-Leader identity cards at random from outside the game. You may choose one of them. If you do, until The Wearer of Masks is turned face down, it becomes a copy of that card, except it’s a Traitor. (It loses all other identity types.)TRE · 031/062 · M
The Ambitious Queen Pay 1 life, Exile a nonland card from your handIdentity — AssassinUnveil—Pay 1 life, Exile a nonland card from your hand. When The Ambitious Queen is unveiled, counter target noncreature spell.TRE · 032/062 · U
The Beastmaster {4}Identity — AssassinUnveil {4} When The Beastmaster is unveiled, up to two target players each create two 4/4 red and green Beast creature tokens with trample.TRE · 033/062 · U
The Bio-Engineer Sacrifice a nontoken permanentIdentity — AssassinUnveil—Sacrifice a nontoken permanent. When The Bio-Engineer is unveiled, you get {a}{a}{a}{a}{a}{a} (six nut counters). {1}, Pay {a}: Put a +1/+1 counter on target creature. That creature becomes an artifact in addition to its other types. {2}, Pay {a}{a}: Gain control of target artifact.TRE · 034/062 · M
The Chaos Wielder {2}Identity — AssassinUnveil {2} When The Chaos Wielder is unveiled, choose a card type. Until end of turn, spells you cast of the chosen type have cascade.TRE · 035/062 · U
The Corpse Snatcher {4}Identity — AssassinUnveil {4} When The Corpse Snatcher is unveiled, each player mills two cards. When one or more cards are milled this way, put a creature card from a graveyard onto the battlefield under target player’s control. That creature is a black Zombie in addition to its other colors and types.TRE · 036/062 · R
The Demon {4}Identity — AssassinUnveil {4} When The Demon is unveiled, target player searches their library for a card, puts that card into their hand, then shuffles.TRE · 037/062 · U
The Depths Caller {X}{3}Identity — AssassinUnveil {X}{3} When The Depths Caller is unveiled, choose a permanent type and tap any number of untapped permanents of that type you control. Search your library for a card of the chosen type with mana value no more than X plus the number of permanents tapped this way, put it onto the battlefield tapped, then shuffle.TRE · 038/062 · M
The Madwoman {4}Identity — AssassinUnveil {4} When The Madwoman is unveiled, tap up to two target creatures. Each of those creatures deals damage equal to its power to its controller. Prevent all combat damage that would be dealt to and dealt by those creatures this turn.TRE · 039/062 · R
The Necromancer {6}Identity — AssassinUnveil {6} When The Necromancer is unveiled, if it’s your turn, for each player, you may put up to one target creature card from that player’s graveyard onto the battlefield under your control.TRE · 040/062 · R
The Physician {X}Identity — AssassinUnveil {X} When The Physician is unveiled, any number of target players each get twice X plus four rad counters. (At the beginning of those player’s precombat main phase, if they have any rad counters, they mill that many cards. For each nonland card milled this way, they lose 1 life and a rad counter.)TRE · 041/062 · R
The Pyromancer {6}Identity — AssassinUnveil {6} When The Pyromancer is unveiled, if it’s your turn, it deals 6 damage to target player and each creature and planeswalker they control. If a creature is dealt damage this way, it loses indestructible until end of turn.TRE · 042/062 · R
The Rebel General {5}Identity — AssassinUnveil {5} When The Rebel General is unveiled, if it’s your turn, for each non-Leader player, gain control of up to one target permanent that player controls until end of turn. Untap those permanents. They gain haste until end of turn.TRE · 043/062 · R
The Seer {X}Identity — AssassinUnveil {X} When The Seer is unveiled, shuffle, then scry X. Reveal the top card of your library and put it into your hand. When you reveal a nonland card this way, The Seer deals damage equal to twice that card’s mana value to any target.TRE · 044/062 · U
The Shapeshifting Slayer {5}Identity — AssassinUnveil {5} When The Shapeshifting Slayer is unveiled, if it’s your turn, choose a creature on the battlefield or a creature card in any zone other than a player’s hand or library. Create a token that’s a copy of it. That token gains menace, trample, and haste.TRE · 045/062 · M
The Sigil Mage {5}Identity — AssassinUnveil {5} When The Sigil Mage is unveiled, you may cast up to two target instant or sorcery cards from graveyards without paying their mana costs.TRE · 046/062 · U
The Sorceress {3}Identity — AssassinUnveil {3} When The Sorceress is unveiled, you may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.TRE · 047/062 · U
The Villain {5}Identity — AssassinUnveil {5} When The Villain is unveiled, if it’s your turn, target opponent faces a villainous choice — They sacrifice half the nonland permanents they control, rounded up, or they lose half their life, rounded up. At the beginning of your next upkeep, they face that choice an additional time. (They can make the same or different choices.)TRE · 048/062 · R
The War Shaman {5}Identity — AssassinUnveil {5} When The War Shaman is unveiled, destroy up to two target nonland permanents. If none of them were creatures, create an X/X red Elemental creature token, where X is the total mana value of the permanents destroyed this way.TRE · 049/062 · R
The Blood EmpressIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Whenever one or more creatures your opponents control leave the battlefield, choose two. This ability triggers only once each turn. • Create a 0/1 black Thrull creature token. • Create two Blood tokens. • Tap or untap target permanent. • Target opponent loses 2 life and you gain 2 life.TRE · 050/062 · U
The Chaos BringerIdentity — LeaderAt the beginning of your end step, roll a six-sided die, then roll again for each player who has lost the game. 1 — Create a 0/1 white Goat creature token. 2 or 3 — Scry X, where X is the result. 4 or 5 — Create your choice of a Clue token, a Food token, or a Treasure token. 6 — Create a Clue token, a Food token, and a Treasure token.TRE · 051/062 · M
The Corrupted RegentIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) At the beginning of your draw step, you may draw an additional card. If you do, choose a card in your hand drawn this turn. Pay 3 life or put that card on top of your library.TRE · 052/062 · R
The Debt CollectorIdentity — LeaderAt the beginning of your upkeep, each player loses 1 life for each debt counter among identity cards they control. You gain life equal to the life lost this way. At the beginning of your end step, target player other than you draws a card and puts a debt counter on an identity card they control. Whenever a player loses the game, draw a card for each debt counter among identity cards they controlled.TRE · 053/062 · M
The GatheringIdentity — LeaderAt the beginning of your upkeep, you may choose one that hasn’t been chosen — • White — Create four 1/1 white Soldier creature tokens. • Blue — Scry 4, then draw two cards. • Black — Return target creature card from your graveyard to the battlefield. • Red — The Gathering deals 4 damage divided as you choose among any number of targets. • Green — Destroy target noncreature permanent.TRE · 054/062 · M
Her Seedborn HighnessIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Start the game with a number of seed counters on Her Seedborn Highness equal to the number of players. {2}, Remove a seed counter from Her Seedborn Highness: Untap all permanents you control. Activate only once each turn.TRE · 055/062 · U
His Beloved MajestyIdentity — LeaderAt the beginning of your upkeep, starting with the next player in turn order, each non-Leader player may choose a nonenchantment, nontoken permanent they control and draw a card. For each player who does, gain control of that permanent and untap it. If no one does, you draw a card.TRE · 056/062 · M
The King over the ScrapyardIdentity — LeaderWhenever a creature you control dies, if it was attacking or blocking, create a Junk token or a Treasure token. (A Junk token is an artifact with “{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”) Whenever a spell or ability an opponent controls causes a nontoken permanent you control to leave the battlefield, create a Junk token and a Treasure token.TRE · 057/062 · R
The Lich QueenIdentity — LeaderStart the game with a number of grave counters on The Lich Queen equal to the number of players. At the beginning of your upkeep, surveil 1. Remove a grave counter from The Lich Queen: You may play target card from your graveyard this turn. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead. If it’s a permanent card, it enters with a finality counter on it. Activate only once each turn.TRE · 058/062 · M
The Old RulerIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Your starting life total is increased by 20. Your starting hand size and your maximum hand size are each increased by one. At the beginning of your first upkeep, create a Blood token, a Clue token, a Food token, a Map token, and a Treasure token.TRE · 059/062 · U
The Queen of LightIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Start the game with a number of purification counters on The Queen of Light equal to half the number of players, rounded down. {3}, Remove a purification counter from The Queen of Light: Exile a permanent of your choice. (This ability doesn’t target anything. You choose a permanent as it resolves.)TRE · 060/062 · U
The Twin PrincessesIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) {2}: Copy target activated or triggered ability you control. You may choose new targets for the copy. Activate only once each turn. (Mana abilities can’t be targeted.)TRE · 061/062 · R
The Void TyrantIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Start the game with a number of void counters on The Void Tyrant equal to half the number of players, rounded down. {2}, Remove a void counter from The Void Tyrant: Counter target spell or ability from a nonidentity source. (Mana abilities can’t be targeted.)TRE · 062/062 · U
About the Treachery cards
In Treachery every player gets one secret identity card at the start of a Commander game. The card tells you your role, how your team wins, and what happens when you unveil it. The TRE set has 62 identities, newly illustrated, plus 3 tokens.
- Leader 13 identities · Playing the Leader
- Guardian 18 identities · Playing the Guardian
- Assassin 18 identities · Playing the Assassin
- Traitor 13 identities · Playing the Traitor
New to the format? Read the rules guide for role counts from 4 to 12 players, or print the cards and start with the uncommons.
Card questions
How many Treachery identity cards are there?
There are 62 identities: 13 Leaders, 18 Guardians, 18 Assassins and 13 Traitors. 23 are uncommon, 21 rare and 18 mythic. The set also has 3 tokens that some identities create.
What are the four Treachery roles?
Leader: Survive. Your team wins once every Assassin and Traitor has left the game. Guardian: Keep the Leader alive until every Assassin and Traitor is gone. If all Leaders fall, you lose too. Assassin: Your team wins when all Leaders have lost and at least one Assassin is still in the game. Traitor: Be the last player standing. You must outlast everyone, other Traitors included, so the Assassins have to fall before the Leader does.
What does the rarity of a Treachery card mean?
Rarity shows how complex an identity is, not how strong it is. The 23 uncommons are the easiest to play and make a good beginner set; mythics have the most rules text and the trickiest timing.
What is an unveil cost?
Every identity except the Leader starts face down. Any time you have priority you may pay its unveil cost to turn it face up. Unveiling is a special action, so it skips the stack and nobody can respond to it; the “when unveiled” trigger that follows can be answered as usual.
What does Undercover mean?
Undercover is on all 18 Guardians. An Undercover identity can only be unveiled once another non-Leader identity has been revealed, or once another player has attacked a Leader.
Can I print the Treachery cards?
Yes. The print page has print-and-play sheets of every identity at real card size, ready to cut and sleeve.