Amy's Home
The Planechase frame was always randomness dressed up as agency: you roll the die, chaos ensues, and the plane rewrites the game state around you. This one takes that structural quirk and welds it to suspend, a mechanic the format never had a reason to touch. The suspend effect fires twice: once the moment you planeswalk here, and again at the beginning of each of your upkeeps. Either way you exile a nonland card from hand, tag it with time counters equal to its mana value, and grant it suspend if it lacks it, so the plane starts building a stack of delayed spells from the instant it comes up and keeps feeding that stack every turn it sticks. Time travel is the connective tissue, because "add or remove a time counter" cuts both ways: a chaos roll can accelerate your suspended pile toward casting, or, when the situation calls for it, stall it. That two-directional counter manipulation is the tension the card resolves. Suspend on its own only ticks down, one counter per upkeep, no faster and no slower; here the plane lets you skip past turns of waiting whenever the die comes up chaos. The reframing is the point: suspend goes from a fixed-delay drawback into something you actively pilot, and the payoff scales with how many suspended cards you own and how many permanents on your board are carrying time counters when chaos fires.
