Reality Strobe
The trick here is that the exile clause is not a drawback you pay for the bounce: it is a reload. Most permanent-bounce effects fire once and head to the graveyard, but this one tucks itself away with three time counters the moment it resolves, scheduling its own return to the stack three upkeeps later, free, to bounce again. The suspend cost on the front end does the same work from the other direction, letting you stage the first bounce ahead of time for a discount and then ride the same card on a clock indefinitely. The net is a single card that lives in the exile zone rather than the graveyard, cycling between "off the battlefield" and "on the stack" while never sitting in your hand long enough to be a dead draw. That makes it a soft lock more than a tempo play: point it at the same problem permanent every few upkeeps and the opponent never gets to keep it. Suspend normally exists to discount a big spell against a timing tax, but here it is repurposed as a recursion engine, a self-replaying answer that resists most graveyard hate by simple virtue of never touching the graveyard. The only clean interaction points are countering the spell when its final time counter triggers the free cast, or an effect that pulls the card out of exile before it gets there. It is a quiet demonstration that suspend's "exile with counters" framework was always closer to a scheduling tool than to a pure mana discount.
