Suspend
For one blue mana, you buy a creature two full turns of exile with no down payment and no discrimination: it lands on anything with a body, yours or theirs. Pointed at an opponent's threat, it is a Time Walk in disguise, stripping a blocker or a bomb from the board and forcing them to spend two upkeeps waiting to recast it (now hasty, which cuts both ways). Pointed at your own creature, it turns proactive: reset a summoning-sick attacker into a suspend that returns swinging, or dodge a wrath by shelving a threat until the sweeper resolves. The elegance is that suspend was never conceived as removal; it was a downside-shaped delivery mechanism for cheap spells, a way to price acceleration by making you wait for it. Turning it outward, weaponizing the exile-and-timer on someone else's permanent, recontextualizes a keyword built for acceleration as interaction. The two-counter clock does the balancing: long enough that the tempo swing is real, short enough that the target genuinely returns, so what you get is a rental of time rather than a permanent answer. Read as tempo, it is a one-mana instant that swings a full turn cycle. Read as removal, it is deliberately temporary, and that temporariness is what one blue mana buys.



