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Eject the Warp CoreHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Star Trek· November 13, 2026
Carte Magic Eject the Warp Core

Eject the Warp Core is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead.

Complete guide

Eject the Warp Core is a versatile black removal spell that allows you to scale its impact based on your available resources. By choosing whether or not to pay its Kicker cost, you can handle small utility creatures or massive threats with ease. This card provides a strategic sacrifice outlet that rewards you for trading away your own permanents for significant debuffs.

Scaling Power with Kicker

At its base, Eject the Warp Core provides a -2/-2 reduction to a creature's power and toughness for just two mana. However, the Kicker ability allows you to sacrifice an artifact or creature as an additional cost during casting. If you pay this cost, the effect is replaced entirely, resulting in a much larger -6/-6 penalty to the target creature.

The Casting Process

When you cast this spell, you first choose your target creature and decide if you are paying the Kicker cost. If you choose to kick the spell, you must sacrifice an artifact or creature at the same time you pay the mana. Once the spell resolves, the game checks if the Kicker cost was paid; if it was, the target gets -6/-6. If not, it receives the standard -2/-2. Note that if the target creature becomes illegal before resolution, the entire spell fails and no effects happen.

Common Mistakes

One common error is trying to wait until the spell resolves to choose what to sacrifice. The Kicker cost must be paid as the spell is cast, meaning you lose your artifact or creature before your opponent even has a chance to respond. Additionally, remember that reducing a creature's toughness to 0 or less will cause it to be put into the graveyard as a state-based action, which does not count as destruction and bypasses Indestructible.

When to Eject

This card is best used in decks that can generate expendable tokens or have artifacts with 'enters the battlefield' or 'dies' triggers. Using it to shrink a blocker can allow for a lethal swing, while the -6/-6 mode is capable of taking down most mid-to-late game threats that standard small-fry removal cannot touch.

Interaction examples

Fast Mana and Removal

You cast Dark Ritual to add three black mana to your pool. You then spend two of that mana to cast Eject the Warp Core, targeting an opponent's creature. Because you have leftover mana, you can focus your resources elsewhere while still dealing with a small threat using the base -2/-2 effect.

Setting Up the Perfect Strike

During your opponent's end step, you cast Vampiric Tutor to find Eject the Warp Core and place it on top of your library. On your turn, after drawing it, you cast it and choose to pay the Kicker cost by sacrificing a small creature you no longer need. This ensures a massive -6/-6 debuff to take down a legendary creature your opponent controls.

Basic Survival

An opponent attacks you with a 2/2 creature. You cast Eject the Warp Core without paying the Kicker cost. The creature gets -2/-2, its toughness becomes 0, and it is placed in the graveyard before combat damage is dealt.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Eject the Warp Core

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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