In order to perform as needed, the deck needs cards falling into one of two categories: Enablers and Payoffs. As addressed above, cards bearing the suspend keyword usually have a decent upside yet underperform owing to the time lost in waiting for the payoff. Our enabler subset of cards are those which either speed up or simply melt away those time counters responsible for making us wait.
Read: we want instant gratification, and we want it now. Let’s detail the cards that allow us to circumvent the suspend mechanic below.
•Rift Elemental is a fine one drop as it allows us immediate access to a method of hastening a suspended card’s resolution. We don’t need to become overly attached to the little guy either, since we have multiple different means to achieve the same thing. So the fact it gets a +2/+0 buff each time we use its ability can be capitalized on by attacking with it to take out some of the opponent’s fodder.
•Jhoira's Timebug makes for a great Turn 2 play, setting up the following turn’s option to use its ability to whittle down time counters. Special thanks to user Coughlincohen for clarifying a rule related misinterpretation regarding this little guy.
•Timecrafting operates much like when you pay extra for the expedited shipping. It’ll cost you, but if you absolutely have to have it right away then this is how to do it. If the mana is available to end the game immediately, then that’s the correct decision.
•Fury Charm is perhaps the best support spell in this deck. An array of options permits us to destroy a foreboding artifact; grant one of our larger creatures +1/+1 and Trample; or more often than not we’ll be choosing to remove—not one—but two time counters from one of our suspended spells!