Arc Blade is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Arc Blade deals 2 damage to any target. Exile Arc Blade with three time counters on it. Suspend 3—(Rather than cast this card from your hand, you may pay
and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Complete guide
Arc Blade is a recurring damage spell that rewards patience with a relentless cycle of fire. By utilizing the Suspend keyword, this card ensures that once the flame is lit, it will continue to strike your opponents every few turns for the rest of the game.
The Infinite Loop of Damage
Arc Blade functions as a targeted shock that deals 2 damage to any target. However, its most unique feature is its self-exiling clause: instead of going to the graveyard after it resolves, it exiles itself with three time counters. This puts it right back into the Suspend state, meaning it will automatically count down and cast itself again every three turns.
How Resolution and Suspend Work
When Arc Blade is cast, you choose a target. If the spell resolves successfully, it deals its damage and then immediately moves to the exile zone with three time counters. During each of your upkeeps, you remove one counter. When the last counter is removed, a triggered ability goes on the stack that allows you to cast Arc Blade without paying its mana cost. If you cast it this way, the cycle repeats once it resolves again.
Common Pitfalls
The most important rule to remember is that if Arc Blade's target becomes illegal (for example, if the creature is sacrificed in response), the entire spell is countered by the game rules. If this happens, it does not resolve and will not exile itself with time counters; it simply goes to the graveyard, breaking the loop. Additionally, while you cast it for free from Suspend, you must still follow targeting rules and pay any mandatory additional costs if applicable.
Strategic Timing
Since you can Suspend the card from your hand for just three mana ({2}{R}), it is an excellent early-game investment. Because the casting trigger happens at the beginning of your upkeep, it provides you with 'free' damage before you even tap your lands for the turn, allowing you to use your mana on other spells during your main phase.
Interaction examples
If you have a hand full of expensive spells, you can use Mana Geyser to generate a large amount of red mana. You can use this mana to hard-cast Arc Blade for {3}{R}{R}. Upon resolution, Arc Blade deals 2 damage and exiles itself with three time counters, starting its periodic cycle without you needing to wait for a Suspend countdown from your hand.
Imagine you have a creature targeted by Arc Blade. If your opponent casts Chandra's Ignition on that same creature to deal damage to the board, and that creature dies before Arc Blade resolves, Arc Blade will lose its only target. It will be put into the graveyard instead of being exiled with time counters, ending your recurring damage loop.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Arc Blade
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
No other card is named in this ruling.
- #2· Wizards of the Coast
If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
No other card is named in this ruling.
- #3· Wizards of the Coast
If the card has
in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
No other card is named in this ruling.
- #4· Wizards of the Coast
Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
No other card is named in this ruling.
- #5· Wizards of the Coast
You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
No other card is named in this ruling.
- #6· Wizards of the Coast
Cards exiled with suspend are exiled face up.
No other card is named in this ruling.
- #7· Wizards of the Coast
Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
No other card is named in this ruling.
- #8· Wizards of the Coast
If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
No other card is named in this ruling.
- #9· Wizards of the Coast
If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
No other card is named in this ruling.
- #10· Wizards of the Coast
If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
No other card is named in this ruling.
- #11· Wizards of the Coast
When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
No other card is named in this ruling.
- #12· Wizards of the Coast
If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
No other card is named in this ruling.
- #13· Wizards of the Coast
Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
No other card is named in this ruling.
- #14· Wizards of the Coast
Each time you cast Arc Blade, it will suspend itself again when it resolves so you can cast it again three turns later.
No other card is named in this ruling.
- #15· Wizards of the Coast
If the chosen target is an illegal target by the time Arc Blade tries to resolve, the spell doesn't resolve. You don't exile it with time counters on it.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
The Tenth Doctor + Mana Echoes + Arc Blade + The Lost and the Damned
- 1Activate The Tenth Doctor by paying
, removing all time counters from Arc Blade.
- 2Arc Blade triggers, causing you to cast it from exile without paying its mana cost.
- 3The Lost and the Damned triggers, creating a creature token.
- 4When the creature token enters, Mana Echoes triggers, adding
for each creature you control that shares a creature type with the token.
- 5Resolve Arc Blade.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Arc Blade + Ovika, Enigma Goliath
- 1Activate The Tenth Doctor by paying
, removing all time counters from Arc Blade.
- 2Arc Blade triggers, causing you to cast it from exile without paying its mana cost.
- 3Ovika triggers, creating a number of creature tokens.
- 4When the creature tokens enter, Mana Echoes triggers, adding
for each creature you control that shares a creature type with the token for each trigger.
- 5Resolve Arc Blade.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Arc Blade + Iraxxa, Empress of Mars
- 1Activate The Tenth Doctor by paying
, removing all time counters from Arc Blade.
- 2Arc Blade triggers, causing you to cast it from exile without paying its mana cost.
- 3Iraxxa triggers, creating a creature token.
- 4When the creature token enters, Mana Echoes triggers, adding
for each creature you control that shares a creature type with the token.
- 5Resolve Arc Blade.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Zaffai, Thunder Conductor + Arc Blade
- 1Activate The Tenth Doctor by paying
, removing all time counters from Arc Blade.
- 2Arc Blade triggers, causing you to cast it from exile without paying its mana cost.
- 3Zaffai triggers, creating a creature token.
- 4When the creature token enters, Mana Echoes triggers, adding
for each creature you control that shares a creature type with the token.
- 5Resolve Arc Blade.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Arc Blade + Docent of Perfection // Final Iteration
- 1Activate The Tenth Doctor by paying
, removing all time counters from Arc Blade.
- 2Arc Blade triggers, causing you to cast it from exile without paying its mana cost.
- 3Docent of Perfection // Final Iteration triggers, creating a creature token.
- 4When the creature token enters, Mana Echoes triggers, adding
for each creature you control that shares a creature type with the token.
- 5Resolve Arc Blade.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Arc Blade + Murmuring Mystic
- 1Activate The Tenth Doctor by paying
, removing all time counters from Arc Blade.
- 2Arc Blade triggers, causing you to cast it from exile without paying its mana cost.
- 3Murmuring Mystic triggers, creating a creature token.
- 4When the creature token enters, Mana Echoes triggers, adding
for each creature you control that shares a creature type with the token.
- 5Resolve Arc Blade.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Arc Blade + Saheeli, Sublime Artificer
- 1Activate The Tenth Doctor by paying
, removing all time counters from Arc Blade.
- 2Arc Blade triggers, causing you to cast it from exile without paying its mana cost.
- 3Saheeli, Sublime Artificer triggers, creating a creature token.
- 4When the creature token enters, Mana Echoes triggers, adding
for each creature you control that shares a creature type with the token.
- 5Resolve Arc Blade.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Arc Blade + Lord of the Nazgûl
- 1Activate The Tenth Doctor by paying
, removing all time counters from Arc Blade.
- 2Arc Blade triggers, causing you to cast it from exile without paying its mana cost.
- 3Lord of the Nazgûl triggers, creating a creature token.
- 4When the creature token enters, Mana Echoes triggers, adding
for each creature you control that shares a creature type with the token.
- 5Resolve Arc Blade.
- 6Repeat.
Legal formats
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Meta decks with Arc Blade
No archived Top 8 deck with this card yet.



Mana Geyser
Chandra's Ignition







