Doom's Time Platform
Suspend has always been a spell-side mechanic, a way to buy something cheap now and pay for it in patience. This flips the vector: instead of casting a card from hand under a suspend clock, it reaches into your graveyard and applies suspend as a recursion engine, keyed off attacking. The two-counter setup means the exiled card ticks down on your next two upkeeps automatically, so the free cast lands on the second turn after the attack that started it; the counters fall on their own regardless of whether the swings keep coming. What the attack trigger does gate is the entry point: this is not a value spigot you can pop at will, it wants a board that attacks turn after turn to keep feeding new cards into the queue, which pins it to an aggressive shell rather than a durdling one. The reward for meeting that condition is a free cast of anything in the yard that isn't a land, with haste attached if it's a creature, so a combat step eventually replenishes itself with a fresh attacker. Because suspend resolves at upkeep rather than in combat, the loop is a staggered spiral rather than a burst: attack, exile, wait two upkeeps, cast, attack again. It rewards a graveyard stocked with high-impact permanents worth the two-turn wait, and does little for a deck that only wants the cheapest thing back the fastest.

