Generated on 10 Jul 2024
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Cycling, a mechanic beloved by many Magic: The Gathering players, allows a player to pay a cost to discard a card and draw a new one. This mechanic has a fascinating history and intricate design principles, stemming from its origins to its frequent iterations. Mark Rosewater has shared extensive insights into Cycling, revealing its deep design space, its fluctuations in use, and the philosophies behind its applications.
The Origins of Cycling
First conceived by Richard Garfield during the design of the Tempest set, Cycling eventually debuted in Urza's Saga. Mark Rosewater has praised the elegance of this mechanic many times, citing its simple yet versatile design. As he noted, "Cycling is a beautiful design." The mechanic was held back from Tempest to avoid overloading the set with new mechanics, but it ultimately found a perfect home in Urza’s Saga.
Use and Appeal
Cycling is appreciated for its practical value in gameplay, providing a way to mitigate mana screw and prevent dead draws. Its simplicity and versatility make it a favorite among designers and players alike. "Cycling is one of our best mechanics," Mark confirmed. This utility has made Cycling a recurrent feature in several expansions.
One unique aspect of Cycling is its application across all colors. Players often ask whether it's more associated with specific colors, but Mark confirmed that "all colors have access to Cycling." However, certain sets might emphasize it more within certain colors to support specific draft archetypes, as seen in the R/W Cycling deck of Ikoria: Lair of Behemoths which pushed cycling particularly hard in red and white.
Design Challenges and Evolution
Over time, Cycling has been modified and expanded. Early iterations universally set the cost at two mana, but later sets introduced various Cycling costs, including color-specific costs and even type-cycling (searching for a specific card type such as basic lands). The flexibility of Cycling as a mechanic is demonstrated in these adjustments, allowing it to fit diverse needs of different sets.
"Cycling is broad," Mark pointed out, highlighting its ability to be added to almost any card. However, some nuances have emerged. For instance, some players were initially confused about whether Cycling triggered discard effects. To address this, WotC opted for wording like "whenever you cycle or discard a card," though later feedback prompted revisions back to simpler terminology when Cycling was the primary discard effect in a set.
Cycling and Modern Design Approaches
Despite its many strengths, Cycling wasn't made evergreen, primarily to allow design space for other mechanics. "Because not every set wants to solve its mana smoothing the same way," Mark explained. Instead, Cycling is considered deciduous, meaning it can be used when needed but is not always present.
WotC's approach to Cycling has become more strategic over the years. Mark often discusses the balance between keeping mechanics fresh and revisiting popular ones. For example, the completion of dual land cycles with Cycling, like the triomes, showed this balance. In Streets of New Capenna, the decision to complete the cycle of cycling lands was driven partly by player demand but executed with a flavor fitting the plane.
Design Philosophy and Player Feedback
Mark and his team actively engage with player feedback to refine the use of Cycling. Instances like backlash against the "whenever you cycle or discard a card" template in Amonkhet led to adjustments in later sets. These interactions underscore the commitment of WotC to both innovate and respect player experiences.
Cycling’s Future
Cycling continues to evolve. When asked about future twists or iterations, Mark's responses often leave room for creative applications. For instance, Cycling for different card types, or combining Cycling with other mechanics to create novel gameplay experiences, remains a rich area for exploration.
As of recent updates, basic land type Cycling has become deciduous, reflecting WotC’s willingness to adapt mechanics based on set design needs and player interests. Meanwhile, Mark reassures fans that "Cycling is one of our best mechanics. Created by Richard Garfield during Tempest design, it will be back one day."
Controversies and Considerations
Despite its popularity, not all iterations of Cycling mechanics have been free from controversy. The decision not to include type-cycling in more sets sparked some disappointment. Similarly, the flavorless aspect of Cycling remains a point of contention. "Cycling has zero flavor," Mark admits, though he explains that it functions perfectly well as a game mechanic without strong flavor ties.
In the end, Cycling remains a beloved and versatile mechanic. Its ability to smooth out gameplay and its broad applicability across different card types and colors ensures it will continue to be a valuable tool in the Magic designer's toolbox.
In the words of Mark, "Good mechanics will always find their way back into the game." And with Cycling’s enduring appeal, its cycling will continue, enriching the Magic: The Gathering experience for players old and new.
Cycling, a mechanic beloved by many Magic: The Gathering players, allows a player to pay a cost to discard a card and draw a new one. This mechanic has a fascinating history and intricate design principles, stemming from its origins to its frequent iterations. Mark Rosewater has shared extensive insights into Cycling, revealing its deep design space, its fluctuations in use, and the philosophies behind its applications.
The Origins of Cycling
First conceived by Richard Garfield during the design of the Tempest set, Cycling eventually debuted in Urza's Saga. Mark Rosewater has praised the elegance of this mechanic many times, citing its simple yet versatile design. As he noted, "Cycling is a beautiful design." The mechanic was held back from Tempest to avoid overloading the set with new mechanics, but it ultimately found a perfect home in Urza’s Saga.
Use and Appeal
Cycling is appreciated for its practical value in gameplay, providing a way to mitigate mana screw and prevent dead draws. Its simplicity and versatility make it a favorite among designers and players alike. "Cycling is one of our best mechanics," Mark confirmed. This utility has made Cycling a recurrent feature in several expansions.
One unique aspect of Cycling is its application across all colors. Players often ask whether it's more associated with specific colors, but Mark confirmed that "all colors have access to Cycling." However, certain sets might emphasize it more within certain colors to support specific draft archetypes, as seen in the R/W Cycling deck of Ikoria: Lair of Behemoths which pushed cycling particularly hard in red and white.
Design Challenges and Evolution
Over time, Cycling has been modified and expanded. Early iterations universally set the cost at two mana, but later sets introduced various Cycling costs, including color-specific costs and even type-cycling (searching for a specific card type such as basic lands). The flexibility of Cycling as a mechanic is demonstrated in these adjustments, allowing it to fit diverse needs of different sets.
"Cycling is broad," Mark pointed out, highlighting its ability to be added to almost any card. However, some nuances have emerged. For instance, some players were initially confused about whether Cycling triggered discard effects. To address this, WotC opted for wording like "whenever you cycle or discard a card," though later feedback prompted revisions back to simpler terminology when Cycling was the primary discard effect in a set.
Cycling and Modern Design Approaches
Despite its many strengths, Cycling wasn't made evergreen, primarily to allow design space for other mechanics. "Because not every set wants to solve its mana smoothing the same way," Mark explained. Instead, Cycling is considered deciduous, meaning it can be used when needed but is not always present.
WotC's approach to Cycling has become more strategic over the years. Mark often discusses the balance between keeping mechanics fresh and revisiting popular ones. For example, the completion of dual land cycles with Cycling, like the triomes, showed this balance. In Streets of New Capenna, the decision to complete the cycle of cycling lands was driven partly by player demand but executed with a flavor fitting the plane.
Design Philosophy and Player Feedback
Mark and his team actively engage with player feedback to refine the use of Cycling. Instances like backlash against the "whenever you cycle or discard a card" template in Amonkhet led to adjustments in later sets. These interactions underscore the commitment of WotC to both innovate and respect player experiences.
Cycling’s Future
Cycling continues to evolve. When asked about future twists or iterations, Mark's responses often leave room for creative applications. For instance, Cycling for different card types, or combining Cycling with other mechanics to create novel gameplay experiences, remains a rich area for exploration.
As of recent updates, basic land type Cycling has become deciduous, reflecting WotC’s willingness to adapt mechanics based on set design needs and player interests. Meanwhile, Mark reassures fans that "Cycling is one of our best mechanics. Created by Richard Garfield during Tempest design, it will be back one day."
Controversies and Considerations
Despite its popularity, not all iterations of Cycling mechanics have been free from controversy. The decision not to include type-cycling in more sets sparked some disappointment. Similarly, the flavorless aspect of Cycling remains a point of contention. "Cycling has zero flavor," Mark admits, though he explains that it functions perfectly well as a game mechanic without strong flavor ties.
In the end, Cycling remains a beloved and versatile mechanic. Its ability to smooth out gameplay and its broad applicability across different card types and colors ensures it will continue to be a valuable tool in the Magic designer's toolbox.
In the words of Mark, "Good mechanics will always find their way back into the game." And with Cycling’s enduring appeal, its cycling will continue, enriching the Magic: The Gathering experience for players old and new.