pie chart

Suspend Deck

Modern*

WORD_559


Sideboard

Enchantment (1)


This is the deck I've been using since just after I began playing Magic. It started out as a Reality Fracture deck (you can still see some of what was in there) but I modified it heavily over its lifetime.

(skip this if you just want to know how the deck works)

How it came to be

Originally playing with it, the base deck wasn't too good. Storm combos rarely happened, as I rarely ever got Ignite Memories or Grapeshot, and when I did there was normally half my hand suspended already and not enough mana to cast them. I eventually found a new way of getting power out of the deck - board wipes. If you can destroy everything while you have creatures suspended, you can kill your opponent while they're rebuilding and wide open. This lead to the addition of Jokulhaups.

I then discovered Jhoira of the Ghitu when playing a commander game against someone. She fit the deck perfectly - RU, 3 cost, and would let me suspend anything. Many games have been won with just 3 land; Jhoira on the field, suspend a Jokulhaups or Worldfire then on the next turn as many creatures as you want. Battlefield is destroyed, then other creatures come in and begin killing.

From there I discovered a land problem. I'd been going with, "Well, it's suspend, and I have Jhora." for so long that I'd got to 150 cards and only had 30 land. The worst part was that land was red-heavy, while most of my cards were blue. I fixed that and reduced the deck size. I also added some Terramorphic Expanses and the card:Thawing Glacier to help with getting land I need. Thawing Glacier is also good for reducing the luck required in the rebuild phase.

Then it was just adding the Worldfires, a few more Jhoira's Timebugs and planeswalkers. It took some time, but here we are!

Using the deck

The main point of the deck is suspend, but it's fairly easy to win even without suspending anything. The deck can be fairly awkward to get used to; understanding when you have enough land/creatures is really hard with this deck. On one side, you suspend things, so land isn't the biggest requirement, but if you're stranded with nothing to suspend, you're screwed. Sometimes, I've had victory using what seemed to be the worst possible hand.

An early suspend is important. It gives you a footing for if land deserts you later on. Viscerid Deepwalker is good for this, as it has a cost for suspend, and can be buffed up using the lands that come later. Errant Ephemeron is also very good for this.

After the early suspend, land is good to have. The Prismatic Lenses help you get the colors you need, and also provide some extra colorless if you need it. You ideally want to have 2 red available, and 4 blue/colorless - that way, you can drop a Jokulhaups before your suspended creatures enter the field. Just be aware that it isn't always best to nuke the board. If you have 4 creatures on the field and 2 suspended, you may as well just hold the Jokulhaups for an emergency, like if you get reduced to >5 life.

Koth should help you get access to enough land to drop a Worldfire. Anything creature with power>0 suspended + Worldfire = victory, since the Worldfire exiles hand, field, grave and sets everyone to 1 life. Koth's emblem can also help you win after a Worldfire - emblems aren't permanents they are not destroyed. Then it becomes a race to see who can draw a land first!

Tamiyo, the Moon Sage becomes very useful when speeding everything up. You can use her +1 to suppress your opponent, potentially their land supply if you need to, then use the -8. I enjoy using Clockspinning with buyback to add extra loyalty counters, using her -8, and then you can essentially use Clockspinning without paying the buyback cost.

Tamiyo's -8 also opens up an avenue for being incredibly cruel. You have the ability to Jokulhaups as much as you like - everything comes back to your hand, and you can just rebuild with everything you had before. If you really want to, you could just keep nuking the board until your opponent draws out (though it's likely they'll concede before that point).

Either way, there's a number of different ways to play with this deck. I'll move on to some of the combos I've used next, so if you want a nice way of speeding up play or finishing, read on!

Combos

Turn 5 ANYTHING

You need Jhoira, two Timebugs, whatever you want to suspend, and 4 lands (it's a very specific situation, but it has happened to me with Ulamog).

  1. Land
  2. Land, Timebug
  3. Land, Jhoira
  4. Land, suspend creature, cast Timebug, tap a Timebug to remove a counter from suspended creature.
  5. Tap both Timebugs to remove the remaining two counters from suspended creature.

Jhoira + Deep-Sea Kraken

So normally the Deep-Sea Kraken can be suspended for 9 for . However, it has an effect that removes a time counter from it whenever an opponent casts a spell. This effect takes place whenever it is suspended, regardless of how it was suspended. So if you use Jhoira to suspend the Kraken instead of using the Kraken's effect, it will be suspended for 4 and will be reduced for every spell your opponent plays.

Clockspinning with virtual buyback

So I mentioned this one above, but I'll mention it here. If you get Tamiyo, the Moon Sage's emblem, you can repeatedly return instants you cast back to your hand. This means that you can use the Clockspinning to add loyalty counters to Tamiyo, with buyback, then get the -8 and just pay lots of to get her back up again.

Koth of the Hammer and Worldfire

Again, here's one I mentioned above, but it's definitely a good once. You can get Koth's emblem, then later use his -2 for extra when you go to cast Worldfire. Since his emblem is not a permanent, it is not destroyed by Worldfire. After that, it becomes a race to draw a Mountain, because once you do it'll have "Tap: Deal one damage to target creature or player." and you can use it to win the game.

I'm always open to feedback, and any suggestions for cards to add and any additional combos you can see that I missed from the list.

Suggestions

Updates Add

Comments