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How warp works
Warp is an alternative cost printed on certain permanent cards in Edge of Eternities. You may cast the card from your hand by paying its warp cost instead of its regular cost. It is still a spell: it goes on the stack and can be responded to or countered as usual. The official Edge of Eternities Release Notes explain the mechanic and its rulings.
- Cast from your hand: Pay the warp cost to cast the card. This does not put it directly onto the battlefield.
- Use it on the battlefield: If it resolves, it enters the battlefield and can contribute its abilities or other effects.
- Exile at the next end step: At the beginning of the next end step, a delayed ability exiles it if it is still on the battlefield. If it left the battlefield before that ability resolves, the ability will not exile it from its new location.
- Consider casting it again later: After it is exiled through warp, its owner may cast it from exile on a later turn, paying its regular cost.
The later-turn restriction matters: the card does not return automatically, and you cannot recast it from exile during the same turn it was warped. You also need to be allowed to cast it at that time. In the usual case, that means casting it during a main phase when the stack is empty.
Does warp exile a creature at end of combat?
No. Under the released rules, the warped permanent is exiled at the beginning of the next end step, not at end of combat. That timing gives players an opportunity to interact during the second main phase before the end step begins.
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That differs from an early design version described in Wizards of the Coast’s Edge of Eternities Vision Design Handoff, Part 2, which exiled the card at end of combat and limited when it could be warped. Mark Rosewater’s account of the design process says the final timing and later-turn recast restriction were adjustments intended to improve how the mechanic played. See Giving the Players an Edge, Part 2.
What warp looks like on cards
The release notes use two cards to show how the mechanic can serve different roles. These are examples, not a ranking of which card is stronger.
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| Card | Warp cost | What it contributes during the temporary turn |
|---|---|---|
| Memorial Team Leader | {1}{R} | A Kavu Soldier that can provide a temporary creature presence. |
| Starbreach Whale | {1}{U} | A flying Whale with an enters ability, offering an effect when it arrives as well as a temporary body. |
In either case, the warp cost is the cost to cast the card from your hand. If it remains on the battlefield through the next end step, it is exiled; a later cast from exile requires its regular cost.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why the mechanic is tied to teleportation
Warp represents creatures and spacecraft entering and exiting hyperspace or teleporting. The Vision Design Handoff left room for different creative interpretations, while Mark Rosewater describes the intended feel as space-opera teleportation and hyperspace travel. Its play pattern also drew on ideas associated with evoke’s cheaper temporary use and Adventure’s option to cast a creature later.
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The setting gives that travel a more specific form: faster-than-light journeys are called warp or “Weft” travel among Pinnacle socients. The Planeswalker’s Guide to Edge of Eternities describes ships entering the Weft, a parallel region behind the Chaos Wall, and emerging at their destination. For the journey it describes, ships need an eternity drive, proximity to an eternity column, and a Pinnacle codebook.
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