App icon for MTG Life Counter: Lotus
MTG Life Counter: Lotus Track life and commander damage for up to 10 players
Launch

Role guide

Leader

The Leader

Everyone knows who you are. Half of them want you dead.

Team
Leader team
Starts
Face up. You take the first turn.
Per game
Always 1
Identities
13 in the set

Your goal

Stay alive until every Assassin and Traitor is out of the game. You start face up, you take the first turn, and your identity gives you an ongoing ability from turn one.

You win when

  • Every Assassin and every Traitor has left the game while you (or another Leader) are still in it.

You lose when

  • You are the last Leader and you lose. Your Guardians lose with you, however healthy they are.
  • Someone wins with a “you win the game” card on another team.

Strategy

  • Read your identity before you keep a hand. Some Leaders reward attacking, some reward sitting back. Plan your first three turns around it.
  • Don’t over-commit early. You are the only known target, and a board wipe from an Assassin hurts you more than anyone.
  • You don’t know who your Guardians are either. Watch who blocks for you, who answers threats aimed at you, and who never quite gets around to it.
  • Spend removal on whoever is actually threatening you this turn, not on whoever talks the loudest.
  • Remember the Traitor needs you alive until the Assassins are gone. A Traitor can be your best friend for most of the game. Just don’t let them stay strong at the end.
  • Keep mana open on other players’ turns when you can. Many Leader abilities and your instant-speed answers are your only defence against an unveil you can’t see coming.

How to bluff

  • You can’t hide your role, but you can hide your plan. Be vague about which players you trust.
  • Ask people to prove themselves: “If you’re my Guardian, kill that creature.” Their answer tells you plenty either way.
  • Promise rewards to helpers. Even an empty promise can turn a wavering Traitor your way for a turn or two.

What to watch for

  • Players holding up mana with no obvious instant to cast. That is often an unveil waiting to happen.
  • Someone who always attacks a different player than you, but never helps you either. Classic Traitor.
  • Commander damage. A 60-life Leader still dies to 21 from a single commander.
  • Alliances forming around you. Two hidden Assassins don’t know each other at the start, but they figure it out fast.

Rules worth knowing as a Leader: TR2.6, TR6.3, TR6.6.

All 13 Leaders

Sorted from simplest to wildest. Tap a card for its full text and rulings.

Uncommon 5

Rare 3

Mythic 5

Search Leaders in the card oracle →