What it does
Warp is a newer alternate casting cost (debuting in Edge of Eternities) that lets you cast a permanent for a reduced cost, but only temporarily. When you cast a spell for its warp cost, it enters the battlefield as normal, then at the beginning of your next end step you exile it. The key payoff: while it's exiled this way, you can later cast it normally from exile, getting a second use of the card.
The nuance players miss is that warp isn't "flicker" or "blink"—the creature genuinely leaves and you must pay full price to redeploy it later. It also dodges sorcery-speed timing on the recast since it's cast from exile, but only on a later turn unless something says otherwise.
In Commander, warp shines for cheating impactful creatures onto the battlefield early for a quick attack, surprise blocker, or ETB trigger, then rebuying them later in the game for full value.













