Cyclical Evolution 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
Target creature gets +3/+3 until end of turn. Exile Cyclical Evolution 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
Cyclical Evolution is a unique sorcery that represents the recurring rhythm of nature, providing a significant power boost to your creatures every few turns. Because it automatically re-suspends itself upon resolution, it can provide value throughout a long game without requiring extra cards from your hand.
Endless Growth
Cyclical Evolution is a buff spell that provides target creature with +3/+3 until the end of the turn. The defining characteristic of this card is its self-exiling clause: instead of going to the graveyard after it resolves, it exiles itself with three time counters. This puts the card back into a suspended state, allowing it to return to the stack automatically after three of your upkeeps have passed.
How it Resolves
When you cast Cyclical Evolution, you choose a target creature. If the target is legal as the spell resolves, the creature gains +3/+3. Then, the spell is moved from the stack to the exile zone with three time counters on it. Because it now has time counters and the Suspend keyword, it follows the standard Suspend rules: at the beginning of each of your upkeeps, you remove one counter. When the last counter is removed, the Suspend trigger allows you to cast it again without paying its mana cost.
Common Mistakes
A common point of confusion is what happens if Cyclical Evolution is countered or if its target becomes illegal. If the spell is countered by an opponent, it is put into the graveyard and the effect to exile it with time counters never happens. Similarly, if the target creature leaves the battlefield or gains Hexproof in response, the spell is 'fizzled' (illegal target) and goes to the graveyard. You only get the recurring Suspend benefit if the spell successfully resolves.
When to Play It
You should use the Suspend ability for {2}{G} early in the game to set up a rhythm of free spells for later turns. Since the spell casts itself during your upkeep, it is best used in decks with many creatures, ensuring you always have a legal target when the last time counter is removed. If you cast it normally for {3}{G}{G}, you get the immediate benefit, and it will still begin its cycle of suspension afterward.
Interaction examples
You cast Cyclical Evolution from your hand for five mana targeting an unblocked creature. It gets +3/+3, potentially winning the game. After the damage is dealt, the spell exiles itself with three time counters. Three turns later, during your upkeep, you cast it again for free, targeting another creature to keep the pressure on.
You cast Rishkar's Expertise, drawing cards based on your strongest creature. The expertise allows you to cast a spell with mana value 5 or less for free. You choose Cyclical Evolution. It resolves, giving a creature +3/+3, and then exiles itself with three time counters. You just gained a massive buff and a recurring threat without spending any extra mana.
On turn four, you cast Skyshroud Claim to bring two Forests onto the battlefield. With your remaining mana, you use the Suspend ability of Cyclical Evolution for {2}{G}. The spell is exiled with three time counters. This ensures that while you spent your turn ramping, you have a guaranteed power boost coming in three turns to utilize your newly increased mana pool.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Cyclical Evolution
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
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.
- #3· 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.
- #4· Wizards of the Coast
Cards exiled with suspend are exiled face up.
No other card is named in this ruling.
- #5· 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.
- #6· 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.
- #7· 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.
- #8· 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.
- #9· 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.
- #10· 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.
- #11· 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.
- #12· 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.
- #13· 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.
Popular combos
Real combos played by the community, sorted by popularity.
Alaundo the Seer + Chakram Retriever + Cyclical Evolution + Venture Forth
- 1Activate Alaundo the Seer by tapping it, causing you to draw a card and exile a card from your hand with time counters on it equal to its mana value, then removing a time counter from each other card you own in exile.
- 2Inspiring Refrain triggers, causing you to cast it from exile without paying its mana cost.
- 3Chakram Retriever triggers, untapping Alaundo the Seer.
- 4Resolve Inspiring Refrain, causing you to draw two cards, then exiling Inspiring Refrain with three time counters on it.
- 5Activate Alaundo the Seer by tapping it, causing you to draw a card and exile a card from your hand with time counters on it equal to its mana value, then removing a time counter from each other card you own in exile.
- 6Venture Forth triggers, causing you to cast it from exile without paying its mana cost.
- 7Chakram Retriever triggers, untapping Alaundo the Seer.
- 8Resolve Venture Forth, causing you to exile cards from the top of your library until you exile a land card, then putting the land card onto the battlefield and the rest of the cards exiled this way on the bottom of your library, and then exiling Venture Forth with three time counters on it.
Alaundo the Seer + Chakram Retriever + Cyclical Evolution + Inspiring Refrain
- 1Activate Alaundo the Seer by tapping it, causing you to draw a card and exile a card from your hand with time counters on it equal to its mana value, then removing a time counter from each other card you own in exile.
- 2Reality Strobe triggers, causing you to cast it from exile without paying its mana cost.
- 3Chakram Retriever triggers, untapping Alaundo the Seer.
- 4Resolve Reality Strobe, returning a permanent to its owner's hand, then exiling Reality Strobe with three time counters on it.
- 5Activate Alaundo the Seer by tapping it, causing you to draw a card and exile a card from your hand with time counters on it equal to its mana value, then removing a time counter from each other card you own in exile.
- 6Inspiring Refrain triggers, causing you to cast it from exile without paying its mana cost.
- 7Chakram Retriever triggers, untapping Alaundo the Seer.
- 8Resolve Inspiring Refrain, causing you to draw two cards and then exile Inspiring Refrain with three time counters on it.
Alaundo the Seer + Chakram Retriever + Cyclical Evolution + Venture Forth
- 1Activate Alaundo the Seer by tapping it, causing you to draw a card and exile a card from your hand with time counters on it equal to its mana value, then removing a time counter from each other card you own in exile.
- 2Reality Strobe triggers, causing you to cast it from exile without paying its mana cost.
- 3Chakram Retriever triggers, untapping Alaundo the Seer.
- 4Resolve Reality Strobe, returning a permanent to its owner's hand, then exiling Reality Strobe with three time counters on it.
- 5Activate Alaundo the Seer by tapping it, causing you to draw a card and exile a card from your hand with time counters on it equal to its mana value, then removing a time counter from each other card you own in exile.
- 6Venture Forth triggers, causing you to cast it from exile without paying its mana cost.
- 7Chakram Retriever triggers, untapping Alaundo the Seer.
- 8Resolve Venture Forth, causing you to exile cards from the top of your library until you exile a land card, then putting the land card onto the battlefield and the rest of the cards exiled this way on the bottom of your library, and then exiling Venture Forth with three time counters on it.
The Tenth Doctor + Mana Echoes + Cyclical Evolution + Deekah, Fractal Theorist
- 1Activate The Tenth Doctor by paying
, removing all time counters from Cyclical Evolution.
- 2Cyclical Evolution triggers, causing you to cast it from exile without paying its mana cost.
- 3Deekah 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 Cyclical Evolution.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Cyclical Evolution + Saheeli, Sublime Artificer
- 1Activate The Tenth Doctor by paying
, removing all time counters from Cyclical Evolution.
- 2Cyclical Evolution 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 Cyclical Evolution.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Cyclical Evolution + Third Path Iconoclast
- 1Activate The Tenth Doctor by paying
, removing all time counters from Cyclical Evolution.
- 2Cyclical Evolution triggers, causing you to cast it from exile without paying its mana cost.
- 3Third Path Iconoclast 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 Cyclical Evolution.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Cyclical Evolution + Rite of the Dragoncaller
- 1Activate The Tenth Doctor by paying
, removing all time counters from Cyclical Evolution.
- 2Cyclical Evolution triggers, causing you to cast it from exile without paying its mana cost.
- 3Rite of the Dragoncaller 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 Cyclical Evolution.
- 6Repeat.
The Tenth Doctor + Mana Echoes + Cyclical Evolution + Ovika, Enigma Goliath
- 1Activate The Tenth Doctor by paying
, removing all time counters from Cyclical Evolution.
- 2Cyclical Evolution 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 Cyclical Evolution.
- 6Repeat.
Legal formats
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Meta decks with Cyclical Evolution
No archived Top 8 deck with this card yet.



Rishkar's Expertise
Skyshroud Claim









