A rough, untested idea based on the initial stipulation of making cycling a core mechanic. I want to support a game play style
involving players being able to take multiple simple actions a turn in fast-paced games where players rip quickly through their
libraries.
Cycling interacts positively with a ton of other mechanics. Many cards key off of drawing anddiscarding. This is supported by even
more creatures and spells that let you cycle your non-cycling cards, and motivated by madness. Literal cycling matters cards are
present in the form of aggressive threats in red and white and repeatable value engines in blue.
The emphasis on digging through your deck opens up other opportunities. For an effective controlling deck, bringing the game to
decking should be much more attainable. A card like Sweet Oblivion can ensure you win that race. There are also some more
aggressive mill engines. In green, we have ways to take advantage of the resource of graveyards, with repeatable ways to both get
value from yards, and remove resources from your opponent. And why not put all those mulched cards to some use with everyones
favorite mushroom lord?