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Riftwing CloudskateHow it works & interactions with other cards

By the ManaCount desk· 7 min read· Time Spiral Remastered· March 19, 2021
Carte Magic Riftwing Cloudskate

Riftwing Cloudskate 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.

01

Official card text

Flying When this creature enters, return target permanent to its owner's hand. Suspend 3—{1}{U} (Rather than cast this card from your hand, you may pay {1}{U} 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. It has haste.)

Complete guide

Riftwing Cloudskate is a versatile blue creature that provides tempo swings by bouncing permanents while offering a budget-friendly mana investment through its suspend ability. Whether cast directly for five mana or suspended early, its ability to disrupt your opponent's board state makes it a persistent threat. This Illusion creature combines the efficiency of a bounce spell with the pressure of a flying attacker.

Understanding Suspend and Haste

Riftwing Cloudskate features Suspend 3, meaning you can pay {1}{U} to exile it with three time counters rather than casting it. During each of your upkeeps, you remove one counter. When the last counter is removed, the suspend ability triggers, allowing you to cast the card without paying its mana cost. A key detail is that if you cast a creature via suspend, it gains haste, allowing it to attack or tap immediately upon entering the battlefield.

The Entry Trigger

When Riftwing Cloudskate enters the battlefield, its triggered ability targets one permanent to return to its owner's hand. Because the ability says 'permanent,' you can target creatures, lands, enchantments, artifacts, or planeswalkers. This trigger is mandatory; if you are the only one with permanents on the board, you must target one of your own.

Timing and Restrictions

Exiling a card with suspend is a special action that doesn't use the stack and can only be done whenever you could cast a sorcery. However, the final trigger that lets you cast the spell when the last counter is removed ignores normal timing restrictions. Even if it is your upkeep, you can cast the Cloudskate. If the spell requires a target and none are available, or if you choose not to cast it, the card remains in exile indefinitely.

Common Pitfalls

A common mistake is forgetting that 'without paying its mana cost' is an alternative cost. You cannot pay other alternative costs, but you must pay mandatory additional costs. Also, remember that once the last time counter is removed, if the cast trigger is countered by an opponent, the Cloudskate stays in exile forever and is no longer considered 'suspended' because it has no counters.

Interaction examples

The Double Bounce Combo

If you have Roaming Throne on the battlefield with 'Illusion' chosen as the creature type, Riftwing Cloudskate's enters-the-battlefield ability will trigger twice. This allows you to return two different permanents to their owners' hands, effectively doubling your tempo advantage.

Resetting Value

You can use Riftwing Cloudskate to target your own Solemn Simulacrum. By bouncing the Simulacrum back to your hand, you can cast it again later to search for another basic land, ensuring you don't miss land drops while the Cloudskate stays on the board as a 2/2 flyer.

Managing the Suspend Clock

On your turn, you pay {1}{U} and exile Riftwing Cloudskate with three time counters. Over the next three upkeeps, you remove one counter at a time. On the third upkeep, the last counter is removed, the cast trigger goes on the stack, and you cast the Cloudskate. It enters the battlefield, bounces a permanent, and can attack immediately because suspend grants it haste.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Riftwing Cloudskate

Original English text — Wizards of the Coast / Scryfall

  1. #1· 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.

  2. #2· 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.

  3. #3· Wizards of the Coast

    Cards exiled with suspend are exiled face up.

    No other card is named in this ruling.

  4. #4· 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.

  5. #5· 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.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· 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.

  11. #11· 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.

  12. #12· Wizards of the Coast

    If the card has {X} 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.

  13. #13· 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.

  14. #14· Wizards of the Coast

    A creature cast using suspend will enter the battlefield with haste. It will have haste until another player gains control of it. (In some rare cases, another player may gain control of the creature spell itself. If this happens, the creature won't enter the battlefield with haste.)

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Volo, Guide to Monsters
+Food Chain
+Riftwing Cloudskate
#1

Volo, Guide to Monsters + Food Chain + Riftwing Cloudskate

Infinite colored mana that can only be spent to cast creature spellsInfinite creature ETBInfinite creature LTBInfinite storm count
  1. 1Cast Riftwing Cloudskate by paying {3}{U}{U}.
  2. 2Volo triggers, copying the Riftwing Cloudskate spell.
  3. 3Resolve the copy of the Riftwing Cloudskate spell.
  4. 4When the Riftwing Cloudskate token enters the battlefield, it triggers, targeting itself.
  5. 5Holding priority, activate Food Chain by exiling the Riftwing Cloudskate token, adding six {U} that can only be spent to cast creature spells.
  6. 6The Riftwing Cloudskate trigger from step 4 fizzles due to having no legal target.
  7. 7Resolve the original Riftwing Cloudskate spell.
  8. 8When Riftwing Cloudskate enters the battlefield, it triggers, returning itself from the battlefield to your hand.
Zacama, Primal Calamity
+Yarok, the Desecrated
+Riftwing Cloudskate
#2

Zacama, Primal Calamity + Yarok, the Desecrated + Riftwing Cloudskate

Destroy all artifacts and enchantments opponents controlInfinite creature ETBInfinite creature LTBInfinite damage to creatures
  1. 1Activate all mana-producing lands you control by tapping them.
  2. 2Cast Zacama either from your hand or from the command zone by paying {6}{R}{G}{W} plus commander tax, if applicable.
  3. 3When Zacama enters, its ability triggers twice through Yarok.
  4. 4Resolve the first Zacama trigger, untapping all lands you control.
  5. 5Activate all mana-producing lands you control by tapping them.
  6. 6Resolve the second Zacama trigger, untapping all lands you control.
  7. 7Cast Riftwing Cloudskate by paying its mana cost.
  8. 8When Riftwing Cloudskate enters, its ability triggers twice, causing you to return itself and Zacama to your hand.
Zacama, Primal Calamity
+Riftwing Cloudskate
+Mirror Room // Fractured Realm
#3

Zacama, Primal Calamity + Riftwing Cloudskate + Mirror Room // Fractured Realm

Destroy all artifacts and enchantments opponents controlInfinite creature ETBInfinite creature LTBInfinite damage to creatures
  1. 1Activate all mana-producing lands you control by tapping them.
  2. 2Cast Zacama either from your hand or from the command zone by paying {6}{R}{G}{W} plus commander tax, if applicable.
  3. 3When Zacama enters, its ability triggers twice through Fractured Realm.
  4. 4Resolve the first Zacama trigger, untapping all lands you control.
  5. 5Activate all mana-producing lands you control by tapping them.
  6. 6Resolve the second Zacama trigger, untapping all lands you control.
  7. 7Cast Riftwing Cloudskate by paying its mana cost.
  8. 8When Riftwing Cloudskate enters, its ability triggers twice, causing you to return itself and Zacama to your hand.
Zacama, Primal Calamity
+Virtue of Knowledge // Vantress Visions
+Riftwing Cloudskate
#4

Zacama, Primal Calamity + Virtue of Knowledge // Vantress Visions + Riftwing Cloudskate

Destroy all artifacts and enchantments opponents controlInfinite creature ETBInfinite creature LTBInfinite damage to creatures
  1. 1Activate all mana-producing lands you control by tapping them.
  2. 2Cast Zacama either from your hand or from the command zone by paying {6}{R}{G}{W} plus commander tax, if applicable.
  3. 3When Zacama enters, its ability triggers twice through Virtue of Knowledge.
  4. 4Resolve the first Zacama trigger, untapping all lands you control.
  5. 5Activate all mana-producing lands you control by tapping them.
  6. 6Resolve the second Zacama trigger, untapping all lands you control.
  7. 7Cast Riftwing Cloudskate by paying its mana cost.
  8. 8When Riftwing Cloudskate enters, its ability triggers twice, causing you to return itself and Zacama to your hand.
Zacama, Primal Calamity
+Elesh Norn, Mother of Machines
+Riftwing Cloudskate
#5

Zacama, Primal Calamity + Elesh Norn, Mother of Machines + Riftwing Cloudskate

Destroy all artifacts and enchantments opponents controlInfinite creature ETBInfinite creature LTBInfinite damage to creatures
  1. 1Activate all mana-producing lands you control by tapping them.
  2. 2Cast Zacama either from your hand or from the command zone by paying {6}{R}{G}{W} plus commander tax, if applicable.
  3. 3When Zacama enters, its ability triggers twice through Elesh Norn.
  4. 4Resolve the first Zacama trigger, untapping all lands you control.
  5. 5Activate all mana-producing lands you control by tapping them.
  6. 6Resolve the second Zacama trigger, untapping all lands you control.
  7. 7Cast Riftwing Cloudskate by paying its mana cost.
  8. 8When Riftwing Cloudskate enters, its ability triggers twice, causing you to return itself and Zacama to your hand.
Zacama, Primal Calamity
+Panharmonicon
+Riftwing Cloudskate
#6

Zacama, Primal Calamity + Panharmonicon + Riftwing Cloudskate

Destroy all artifacts and enchantments opponents controlInfinite creature ETBInfinite creature LTBInfinite damage to creatures
  1. 1Activate all mana-producing lands you control by tapping them.
  2. 2Cast Zacama either from your hand or from the command zone by paying {6}{R}{G}{W} plus commander tax, if applicable.
  3. 3When Zacama enters, its ability triggers twice through Panharmonicon.
  4. 4Resolve the first Zacama trigger, untapping all lands you control.
  5. 5Activate all mana-producing lands you control by tapping them.
  6. 6Resolve the second Zacama trigger, untapping all lands you control.
  7. 7Cast Riftwing Cloudskate by paying its mana cost.
  8. 8When Riftwing Cloudskate enters, its ability triggers twice, causing you to return itself and Zacama to your hand.
Zacama, Primal Calamity
+Riftwing Cloudskate
+Starfield Vocalist
#7

Zacama, Primal Calamity + Riftwing Cloudskate + Starfield Vocalist

Destroy all artifacts and enchantments opponents controlInfinite creature ETBInfinite creature LTBInfinite damage to creatures
  1. 1Activate all mana-producing lands you control by tapping them.
  2. 2Cast Zacama either from your hand or from the command zone by paying {6}{R}{G}{W} plus commander tax, if applicable.
  3. 3When Zacama enters, its ability triggers twice through Starfield Vocalist.
  4. 4Resolve the first Zacama trigger, untapping all lands you control.
  5. 5Activate all mana-producing lands you control by tapping them.
  6. 6Resolve the second Zacama trigger, untapping all lands you control.
  7. 7Cast Riftwing Cloudskate by paying its mana cost.
  8. 8When Riftwing Cloudskate enters, its ability triggers twice, causing you to return itself and Zacama to your hand.
Teshar, Ancestor's Apostle
+Blasting Station
+Riftwing Cloudskate
#8

Teshar, Ancestor's Apostle + Blasting Station + Riftwing Cloudskate

Infinite artifact ETBInfinite artifact LTBInfinite creature ETBInfinite creature LTB
    03

    Legal formats

    modernlegacyvintagecommanderoathbreakerduelpredh
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