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Rise of the Titans Cycles

All sets contain cycles, and some cycles are more complete than others. In this section we'll run down a few cycles that are in the set.

Cycling Bonuses

Here is a small three-card cycle that gives its own special ability to a creature in play when cycled, as well as cycling for its own kind:

Manaless Madness Cyclers

Say that three times fast! For this cycle I wanted colored cards that could only be played via their Madness cost, but also Cycled so you could get the maximum amount of efficiency given the right amount of mana. These are similar to the Breakout Morphs in that they cannot be played from your hand in the classic sense, but the way in which they are put into play is very different.


The Creaturecyclers

This cycle deals with five Creaturecyclers, one for each color. But these creatures are different in that they can be cycled for any other creature, or they get much better on other player's turns. Which do you choose?


Since these are all common cards, they also impact drafting quite a bit. Do you take them as a tutor, a solid creature, or another card hoping these will come late..?

Undying Enchantments

This cycle gives you a selection of Enchantments that never die. There are one or two more I'm not listing here, but these are very fun and useful. Excellent in limited and could even have constructed uses beyond block..


Common Dual Lands

This cycle deals with four sets of allied colors, those shared by the four multicolor legends, and their respective dual lands. These are common duals, as their drawback is so severe (in most cases) that they won't be heavily valued in constructed but could be very solid in limited.


Rare City Lands

These lands, a complete 5-land cycle, represent each prospective land type with their own City. Each City can produce it's own "citizen" (i.e. creature) with the correct payment. Some more severe than others.


These lands provide an uncounterable way of gaining an advantage, but also require heavy card commitments (such as discarding a blue card...ouch!).

The Five Elves

Whether the color wanted it or needed it, each color has an elf in this block. These elves make their respective colors of mana, except the Green elf who can (of course) make any color mana. Each of these elves have an upkeep, as this allows deckbuilders and players to "substitute" one mana for another, by paying the upkeep for this mana with another color as need be.

Also, I really liked this cycle in its design and how Green gets to reflect how much better it is at these traits.


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