


Magic: The Gathering - Everything You Need To Know About Edge Of Eternities' Warp
Jul 10, 2025 pm 12:14 PMIn Magic: The Gathering's Edge of Eternities, faster-than-light travel allows the diverse cultures of the Sothera system to interact, exchange goods, or engage in conflict. By entering the chaos wall and reappearing elsewhere in the cosmos, covering immense distances in a short time has become routine.
Within the game, this speed is most effectively represented by the warp mechanic. Warping enables you to cast a spell more quickly than usual, but with the drawback that it will vanish at the end of your turn. If you can harness its potential, warping can be an extremely potent tool. Otherwise, you may find yourself lost in the void.
What Is Warp?
Warp is an alternative casting cost introduced for the first time in 2025's Edge of Eternities. When playing a card with warp from your hand, instead of paying the standard casting cost located in the top right corner of the card, you have the option to pay the warp cost listed in the rules text.
Although this is typically less expensive than casting normally, it carries one major drawback: if you cast a permanent spell using its warp cost, it exiles itself at the end of the turn. You can then play the card normally from exile as long as it remains exiled.
How To Use Warp
While dash is a mechanic focused on getting things onto the battlefield as fast as possible no matter the consequence, warp is about having useful tools at your disposal. When evaluating a warp card, consider them more like instants or sorceries rather than creatures—a temporary boost lasting only one turn that helps improve your position on the board.
For example, if you're preparing to make a powerful play involving a strong enter-the-battlefield trigger, you might want to wait until you can spend two extra mana to warp in Starfield Vocalist first and double those triggers. Alternatively, you might keep a Starbreach Whale in your starting hand despite its high cost, simply because spending two mana to surveil two cards via warp is quite reasonable.
The Best Cards With Warp There’s no telling just how strong warp can become, with nearly any enter-the-battlefield effect being a good candidate for inclusion in future warp cards. However, there are already some standout options revealed that deserve attention.
Starfield Shepherd
Spending five mana for a 3/2 flyer isn’t impressive, but spending just two mana to look for an Esper Sentinel, Blood Artist, Mother of Runes, Stonecoil Serpent, or Walking Ballista is very strong.
Even better, since white is the color most associated with flickering effects, this Angel becomes a way to repeatedly bring out low-cost creatures each turn.
Starfield Vocalist
Being able to double all of your creatures' enter-the-battlefield abilities makes Starfield Vocalist a card you'd prefer to keep around longer than just one turn. Still, warping it in just before casting a major spell is definitely a solid move.
The challenge here lies in timing: needing to spend two mana before playing a key spell could disrupt your mana development if not handled carefully, so it's often best to hold off on casting it until later in the game rather than playing it as soon as you can afford it.
Anticausal Vestige
Anticausal Vestige works differently from most warp cards, since its ability triggers when it leaves the battlefield rather than when it enters. Classic Eldrazi behavior—always doing things differently. Regardless, the ability to put any card into play from your hand at no cost, as long as you control more lands than its mana value, is incredibly difficult for opponents to deal with.
In fact, this is one creature you probably don't want to cast again from exile. Paying four mana to warp ensures it will leave the battlefield and activate its ability at the end of the turn, whereas paying its full cost risks leaving it stuck on the battlefield. Unless, of course, you blink it.
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