The History Of Cycling Decks (LOR)
Cycling has existed in many iterations in this game, and each one of them past vanilla has been problematic from a balance perspective 1. Yoink Play a creature and steal a card from your opponents …
Cycling has existed in many iterations in this game, and each one of them past vanilla has been problematic from a balance perspective
1. Yoink
Play a creature and steal a card from your opponents deck the original OP Cycling mechanic that was so strong midrange plunder was a tier 1 deck for longer then memory serves.
2. Invoke
Play an expensive creature to get a card, now we no longer need a pre-condition we just spend 1 mana more. People are generally okay with invoke, tempo is an easy thing to balance and while there have been OP Targon decks invoke has never needed adjustment directly.
3. Darkness
What if every creature gave you removal and was fairly costed...hmmm yes now we start to see that we no longer need to pay for tempo or pre-conditions
4. Manifest
What if you could play a creature that gave you answers to things your deck wasn't built for? Yep Mogwai had been the most vocal for the nerfing of this mechanic and it finally happened a bit this patch.
5. Counters?
There is no hard counter for card advantage except for combo decks. Lee Sin offering otk options isn't great he can be removed. Ezreal/Carina is a control card he can be out card advantaged in situations he should be favored.
So finally we have mono shurima a midrange (landmark) based combo deck that is actually good and doesn't care about card advantage.
Cycling for the first time ever since LOR has existed is now being hard countered...and people are pissed.
Welcome to how the rest of us have felt as you yanked, invoked, and manifested to victory winning games you shouldn't, with nothing the other player could do.
Have fun for the next month till the end of April and mono Shurima gets gutted again because people can't auto-cue and auto-win with pure card advantage anymore.















