Cycle

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For the mechanic "Cycling" introduced in Urza's Saga, see Cycling.

A cycle is a collection of cards that have one or more relationships with one another or share a common theme (such as creature type or a particular game mechanic). A cycle can be made of any number of cards; the most common cycles consist of five cards, one for each color or pair of enemy or allied colors, or three cards of different rarities.[1] Cycles are widely applicable and easy-to-use design tools and are very prevalent in practically every set, with a particular emphasis on faction sets that lean on particular color pairings.

Simple and complex cycles

Simple cycles consist of cards in the same set. Complex cycles consist of cards that don't belong to a single set. Complex cycles include mega cycles (cards in a single block) and super cycles (cards in different blocks or settings). Ravnica block cycles, mostly based around Ravnica's guild theme, are typical examples of mega-cycles while Mirrodin blocks' "swords cycle" is an example of a super cycle.

Tight and loose cycles

Cycles can be differentiated into tight and loose cycles. A tight cycle tends to have overlap between some of the following: mana cost (with just colored mana swapped), naming scheme, rarity, card type, creature type, rules text, and functional power/toughness. Examples are the Return to Ravnica block guildmages and charms.[2]

A loose cycle is a cycle in which all cards have a thematical link but are not bound to mana costs or effects. An example of a loose cycle is the Praetors of New Phyrexia. They're all legendary creatures who provide a beneficial effect to their controller and the opposite effect to their opponents but vary widely in cost, power/toughness, strength, and type of effects. Most drafting signposts are loose cycles but are identifiable through being the only multicolor of their rarity in the set.

Types of cycles

Horizontal cycles

The "Command" horizontal cycle.

What characterizes "horizontal cycles" is that the cards range across the five different colors or color identity of Magic. Rarity is the most common similarity that ties them together, though it is by no means absolute, and is not enough to identify them. Rares and Mythic Rares cross over in cycles more often than lower rarities, as Constructed considerations affect them more.

  • The "boons" cycle from Alpha share mana cost, mechanical identity, and card type, but not rarity (four commons and a rare).
  • The Throne of Eldraine same-color hoser cycle share only rarity (uncommon), but clearly share a mechanical identity of spells that are superior against their own color. Their card types (two creatures, two instants, and one sorcery), costs (two ones, two fours, a three), and naming schemes are not shared.
  • The legendary creature cycle in War of the Spark share rarity, but nothing else, not even mechanics, but follow a naming scheme by way of being all characters of note in the lore of Ravnica.

A horizontal cycle contain five cards of each:

Additionally, some horizontal cycles (sometimes called "double cycles") contain ten cards of each:

  • color pairs (allied and enemy) — the ten signpost uncommons in most expansion sets after 2012
  • color triples (shards and wedges) — such as the Legendary Dragons from Invasion and Planar Chaos, which form a super cycle. Rarely does a single set have the space to hold all ten triples.

Vertical cycles

The "Bloodfire" vertical cycle.
Main article: Vertical cycle

A "vertical cycle" ranges among rarities instead of colors. The cards of a vertical cycle are usually made of three cards that belong to the same color. Examples of such a type of cycle include Apocalypse "Flagbearer" (in white), "Whirlpool" (in blue), "Bloodfire" (in red), "Phyrexian", and "Penumbra" cycles.

Unlike the horizontal cycles, which are made of one card per color (combination), a vertical cycle can have several cards in the same rarity. A typical example is the "Ramosian cycle" in Mercadian Masques.

Since the fourth rarity level has been introduced, there are vertical cycles made of three cards, with one of the rarities (usually uncommon or rare) missing, such as the "planeswalker signature spells" cycles in Magic 2011 and Magic 2012, in which for each color there is a mythic rare planeswalker with two related spells.

Other cycles

There are several kinds of cycles that do not belong necessarily to one of the previous categories. Typical examples are the following.

  • Typal cycles, such as the "Harbingers" in Lorwyn. These cycles span across subtypes rather than colors, which can be but are not exclusive to being color balanced.
  • Flavour-based cycles, such as the "Join up" rares in Outlaws of Thunder Junction.[3] These cycles have a strong mechanical and thematic link, but they are not evenly distributed across all colors.
Other color-based cycles

Besides horizontal cycles, color-based cycles can refer to the five colors but do not consist of one card per color.

Two-card cycles

Pairs can sometimes refer to as a two-card cycle.

Three-card cycles

Besides vertical cycles, three-card cycles (mini-cycles) can also be found.

Four-card cycles

Trivia

External links

References