Warp
Warp | |
---|---|
Keyword Ability | |
Type |
Static (1st ability) Triggered (2nd ability) |
Introduced | Edge of Eternities |
Last used | Alchemy: Edge of Eternities |
Reminder Text | Warp [cost] (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.) |
Scryfall Statistics | |
Warp is a keyword ability introduced on permanents in Edge of Eternities. It flavorfully represents faster-than-light travel in the Edge.[1][2]
Description
Warp is mostly found on creatures, but it can appear on any permanent card. It is found in all colors but is represented least in black. It allows you to have the permanent enter and leave for a cheaper cost to trigger effects that occur when this happens. They may also have an ability that benefits from being cheaper to cast for a turn. However, if drawn later, you may not have the time to extract the doubled triggers, as one can't warp and cast normally on the same turn, even when given Flash. On creatures it can be used as a resource for mechanics requiring tapping creatures, like stationing Spacecraft. If they have Haste, it may also represent early damage. In essence, it is a mixture of Evoke and Adventure.[3][4]
Warp represents an alternative cost. If you cast a card with warp from your hand, you may choose to pay its warp cost rather than its mana cost. If you do, you'll exile the permanent it becomes at the beginning of the next end step. It then becomes a "warped card". Once the card is exiled, you can cast it from exile on a later turn. Because warp is only usable from your hand, you won't be able to pay the warp cost again when you cast the card from exile.
Besides paying mana, there also are cards with warp costs that require paying life (e.g. Timeline Culler).
Cards interacting with Warp
Some cards care about whether a spell "was warped this turn" (e.g., all cards with void). This means that a spell was cast by paying its warp cost. It doesn't matter whether that spell resolved, and it doesn't matter who cast that spell.
Behind the scenes
Since exile is flavorfully connected to the Blind Eternities, early design for Edge of Eternities wanted a mechanic that interacted with exile somehow. The mechanic which became warp was conceived by Jeremy Geist, and was based on Meandering Towershell's ability to exile itself on attack and return later. Although that mechanic proved problematic, it was refined into warp by Andrew Brown. The new mechanic proved enjoyable and highly versatile, and it thus became the main set mechanic for Edge of Eternities.[5]
Rules
From the glossary of the Comprehensive Rules (July 25, 2025—Edge of Eternities)
- Warp
- A keyword ability found on permanent cards that allows them to be cast for an alternative cost. See rule 702.185, “Warp.”
From the Comprehensive Rules (July 25, 2025—Edge of Eternities)
- 702.185. Warp
- 702.185a Warp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. “Warp [cost]” means “You may cast this card from your hand by paying [cost] rather than its mana cost” and “If this spell’s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.” Casting a spell for its warp cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
- 702.185b Some effects refer to “warped” cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability.
- 702.185c Some effects refer to whether “a spell was warped this turn.” This means that a spell was cast for its warp cost this turn.
Rulings
- If you choose to pay a spell's warp cost rather than its mana cost, you're still casting the spell. It goes on the stack and can be responded to and countered. You can cast a spell for its warp cost only if you could cast that spell. Most of the time, this means during your main phase while the stack is empty.[6]
- If you pay the warp cost to cast a spell, that permanent will be exiled only if it's still on the battlefield when that triggered ability resolves. If it goes to another zone before then, it will stay where it is. If it goes to exile some other way, its owner won't be able to cast it on a future turn.
Example
Example
Anticausal Vestige
Creature — Eldrazi
7/5
When this creature leaves the battlefield, draw a card. You may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a latter turn.)
References
- ↑ Matt Tabak (July 8, 2025). "Edge of Eternities Mechanics". magicthegathering.com. Wizards of the Coast.
- ↑ {DailyRef|making-magic/edge-of-eternities-vision-design-handoff-part-2|Edge of Eternities Vision Design Handoff, Part 2|Mark Rosewater & Ethan Fleischer|July 28, 2025}}
- ↑ Mark Rosewater (July 8, 2025). "Giving the Players an Edge, Part 1". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (July 14, 2025). "Giving the Players an Edge, Part 2". magicthegathering.com. Wizards of the Coast.
- ↑ Jeremy Geist (August 7, 2025). "Today's #mtgeternities design thread is on Warp! You might be surprised to find out which card first inspired this mechanic... #wotcstaff". Bluesky.
- ↑ Eric Levine (July 21, 2025). "Edge of Eternities Release Notes". magicthegathering.com. Wizards of the Coast.