Suspension Field


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Uncommon
Promo Set (000) Rare

Combos Browse all

Suspension Field


When Suspension Field enters the battlefield, you may exile target creature with toughness 3 or greater until Suspension Field leaves the battlefield. (That creature returns under its owner's control.)

Suspension Field Discussion

SubduedRhombus on GW Proliferate

3 months ago

hullos and kamarupa, I love the suggestions.

This is the first deck I ever built dating back to the 2015 prerelease. It's evolved a ton since then, clearly, with all the cards from later sets in it. That's kinda why the cards are so seemingly random. I haven't purchased cards for this deck yet. Everything I have was either pulled or traded for.

There's currently 69 cards because to be honest, I really struggle with deciding what to remove to meet 60 cards. I feel like they are all pretty good and serve a distinct purpose in the deck.

I definitely want those lands. I don't really like Fertile Thicket either. Probably remove the Selesnya Guildgate s because they're too slow too, huh? I like Oran-Rief, the Vastwood , Sunpetal Grove , and Temple of Plenty . I love the combo of Canopy Vista + Windswept Heath , but that seems like a lot of money for land, although I might justify it if I could see it's worth. What are the most important things I'm looking for when choosing land?

The Wanderer , Suspension Field , Wanderer's Strike , Hunt the Weak , and Prison Realm all help with protecting from creatures that I otherwise wouldn't be able to deal with, and Dragonscale Boon and Stony Strength surprise my opponent when they're attacking or try to mess with tapped creatures. What I really need are a couple cards that exile permanents rather than creatures, though. I have a couple of Generous Gift s in another deck that I could pull out and put into here.

I could see cutting The Wanderer , Retreat to Kazandu , New Horizons , and a lot of the kind of piddly creatures that are just there to get beefed or beef others.

If I cut The Wanderer , all instants, sorceries, and enchantments and dropped down to 24 creatures, I could have space for 8 cards if I kept 23 lands. What do you think the best would be the best 8 cards to have? Right now I'm thinking: 2x Generous Gift , Bow of Nylea , Nissa, Voice of Zendikar , 2x Blessed Alliance , Oblivion Ring , maybe Hardened Scales (how bad is it really if you play it first turn, considering all I would have to play other than that would be a hexdrinker, and it benefits massively from it if I can beef him before he gets protection from everything?) or Harvest Season ? (but that wouldn't that only be good with some landfall stuff or Vinelasher Kudzu , like you had said?)

Would that provide me with enough board removal to be consistently successful?

McDeity on Dino Disaster

1 year ago

I don't think much of Suspension Field as a card, and I'm not seeing any particularly compelling reason to run Yosei, the Morning Star. I think you have a decent starting block: my next step would probably be to choose maybe 35-40 creatures to run, and then add some ramp.

level966 on RW Exert (MtG Casual)

1 year ago

Perhaps Have some removal in your sideboard. Maybe Banishing Light Quarantine FieldOr Suspension FieldMaybe Path to Exile

Not_Yet_Flawless on Help Wanted: Budget Misthollow Griffin

1 year ago

I'm trying to build a casual deck revolving around Misthollow Griffin and Manipulate Fate. The plan is to prevent my opponent from playing anything substantial with cheap counters, and stopping any threats they do manage to get out. Since there are 4x Manipulate Fate, I'm thinking that I can run some archetype hate and filter out any cards that don't fit the match up. The problem is I don't know what cards do this best. Any suggestions for hate cards, or feedback in general, would be much appreciated.

PickleNutz on

2 years ago

This deck has synergy issues, but I have a few suggestions since you haven't built it yet.

Blue cards

Black cards

White cards

Those are some pretty solid staples to those colors for modern, some are a bit more costly than the others.

As far as creatures




Some multi-color cards

These cards will do significantly well for you in the control department, and almost all of them are pretty affordable besides Snapcaster Mage and Thoughtseize.

It may also benefit you to take out a few lands and use a few more creatures. This deck archetype on a budget has a hard time working well.

You can also try this Planeswalker out, it's a pretty useful one.

It's 3 cost to play and can be a draw card outlet for you, it's not going to replace a Liliana of the Veil though.

musicman3310 on Life is full of surprises

2 years ago

I could see Felidar Sovereign from a tutor + all your life gain for a win but it's a 6 drop. I could suggest Fatal Push, Ultimate Price, Go for the Throat, Victim of Night, Grasp of Darkness, Gideon's Reproach, Celestial Flare, and Suspension Field for quicker removal. (That's all I can think of right now)

GobboE on Artifact Deck

2 years ago

You need removal I think: Soul Snare, Suspension Field, Oblivion Ring, or Banishing Light, f.i. instead of the 2 Chief of the Foundry

btw: Wow, your playgroup allows 4 Sol Ring in a deck? wow, my playgroup (still) has that thing on the restricted list.

ChiefBell on Getting LGS Tournament Ready

3 years ago

This deck is not very suitable for tournament play, for a number of reasons.

Firstly, a lot of your answer cards cost 3 mana (Oblivion Ring, Banishing Light, Claustrophobia, Cancel, Deny Existence). These need to become 1 or 2 mana answers to remain relevant in modern. Lots of people will be playing 1 and 2 mana creatures. If your answer cards cost more than their threats then you will lose because they can play the game faster than you. For example, on turn 4 your opponent can play two creatures. On your turn 4 you only have enough mana to answer one creature. You are now behind in the game. This principle is a rough description of what we call "tempo". Some ideas of alternatives include Mana Leak, Remand, Spell Snare, Path to Exile, Azorius Charm, and more Journey to Nowhere.

Secondly, many of your answers are very narrow. Slayer of the Wicked is not going to do much in modern. Negate is going to miss A LOT of potent cards in modern. Suspension Field will also miss some key creatures such as Goblin Guide, that you really need to answer. As I said before look for more generic answers. Mana Leak counters any spell. Path to Exile exiles any creature. Likewise, so does Journey to Nowhere.

Thirdly, your creatures are underwhelming. You have a lot of 2/2s and 3/3s which won't really get the job done very fast, especially given that they lack evasion like flying or menace. This means they will be blocked easily and aren't doing huge amounts of damage when they hit. Furthermore none of your creatures have flash which means that every turn you need to decide whether you use your mana in your turn for a creature, or leave it open to play a counterspells in the opponents turn. Every wrong decision here could cost you the entire game. Look for evasive creatures or creatures with flash to make your life easier. Unfortunately humans is not a very good deck for this because none of them fulfil either criteria. Things like Aven Mindcensor and Deputy of Acquittals can help. As can Dimensional Infiltrator. Another really strong card is Eldrazi Skyspawner because it essentially only costs 2 mana to play given that you can sacrifice the token it makes for an extra mana.

Fourth. Your overall deck strategy seems confused. In modern, decks that mix creatures with counterspells have to be very careful about how they play, as I said earlier. If you play a creature on turn 2 and then the opponent plays Liliana of the Veil on their turn 3 - you just lost the game, simply because you didn't hold up mana for a Mana Leak when you should have done. This kind of decision making is HARD and it costs even the best of players games. To make these decisions easier these decks do one of two things. 1) They don't play any creatures at all, only control spells, until they have a guaranteed win and then play an unkillable creature like AEtherling. This is traditional control. 2) They play the cheapest creatures available like Delver of Secrets  Flip or Monastery Swiftspear so that as early as turn 3 they can both play a 1 mana creature AND then hold mana up for a Mana Leak as well. This strategy of cheap creatures allows you to do a bit of everything without wasting all your mana on any single play. This is known as a tempo deck. Mixing high mana cost creatures with high mana cost control does not work. You need to strike a balance somewhere and this comes in either leaving the creatures aside until the later stages OR minimising the mana costs of every play you make to the greatest extent possible.

Fifth. Your mana base is a bit dodgy. You lack dual lands such as Glacial Fortress, Hallowed Fountain, Tranquil Cove and others. The key to any deck in modern is being able to play pretty consistently and behind consistency is a mana base that works. If you play Claustrophobia and Fiend Hunter you need to be able to play either of these cards on turn 3 every single game. This means out of 3 mana available you need mana symbol umana symbol u AND mana symbol wmana symbol w. In order to achieve this at least one or your lands has to tap for mana symbol wu. Lands that come in untapped are a lot better than lands that come in tapped. Especially in a deck like yours. Glacial Fortress will probably serve you well.

Pro tips:

  • Try to fix your mana-base. I listed examples above.
  • Try to find control cards that cost less than 3 mana and answer any creature. I listed examples above.
  • Try to find creatures that either have flash, or cost very little mana. I listed examples above.
  • Try to decide what your deck wants to do specifically because mixing two halves of decks together doesn't work. Are you tempo, or control?
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