MDFCs and Cycling Lands: How Much Are They Worth?
350,000 simulated games measure how much cast-rate a single cycling land or MDFC actually buys you
Last verified 2026-04-29 against the ScrollVault WASM Monte Carlo engineYou can write a 60-card decklist and feel okay about it without ever knowing what your top-end card actually casts at. “I have 20 lands and Murktide Regent, it’s fine.” Then you queue, miss your fourth land drop in three games in a row, and start wondering whether the four Lórien Revealed in the column over are actually worth running.
This article puts a number on it. We ran the same WASM Monte Carlo engine that powers the Mana Base Calculator across 8 deck configurations — 50,000 simulated games each, 400,000 total — with the only difference between conditions being the card under test. Hold the deck constant, swap one card in and out, and read the cast rate.
The short answer: in a 20-land UR Modern shell, four copies of Lórien Revealed lifts the turn-7 Murktide cast rate from 26.7% to 50.2%. (Turn 7 is Murktide’s natural cost — {5}{U}{U} — before any delve discount; the simulator measures the deck’s ability to make seven mana with two blue sources by then, then leaves you to estimate how often delve shaves it down to turn 5.) That is the kind of number you cannot eyeball.
The Headline Number
The single result that motivated writing this page:
| Configuration | Overall cast rate | Murktide on turn 7 | Δ |
|---|---|---|---|
| Baseline (4× Brainstorm) | 90.3% | 26.7% | — |
| +4× Lórien Revealed | 93.2% | 50.2% | +23.5 pp |
| +4× Sea Gate Restoration (MDFC) | 93.1% | 48.6% | +21.9 pp |
| +4× Bala Ged Recovery (MDFC) | 91.8% | 48.6% | +21.9 pp |
Adding 4 copies of a cycling land or MDFC lifts the chance of making seven mana with two blue sources by turn 7 (the natural cast point for Murktide’s {5}{U}{U} before delve) by 22 to 24 percentage points. That is roughly equivalent to adding 2 to 3 real lands — without giving up the spell slots.
Why is the swing this big? Murktide Regent costs {5}{U}{U} — 7 mana before delve. Even with a healthy graveyard discount it usually wants you on 4–5 mana and with two cards in the yard and with something to do on turns 1 through 4. The baseline 20-land deck has too many turns where it is one land short. Cycling lands and MDFCs both fix that, by different routes:
- Lórien Revealed is a sorcery you can pitch on turn 1 for 1 mana to fetch a basic Island. The fetched Island enters tapped on the next turn, but you have already converted a slow turn into a real land drop.
- Sea Gate Restoration is a 7-mana sorcery on its front face (
{4}{U}{U}{U}); the back face, “Sea Gate, Reborn,” is a Land that taps for{U}and enters tapped (or untapped if you pay 3 life). You play it as a land when you are short, cast it when you flood out.
Both cards solve the same problem (mid-game flood, early-game screw) and they solve it at almost identical rates.
Cycling on a Land-Light Deck
The case for cycling gets stronger the lower your land count. We re-ran the same shell at 18 lands instead of 20:
| Configuration | Overall | Murktide T5 | Δ vs baseline |
|---|---|---|---|
| 18-land baseline | 88.6% | 19.4% | — |
| 18 lands +4× Lórien Revealed | 91.9% | 42.5% | +23.1 pp |
Cycling does not actually let you go down to 18 lands. It just makes 18 lands less catastrophic. An 18-land deck with cyclers (42.5% Murktide) still casts the spell less often than a 20-land deck without them (26.7%) — oh wait, that one is the inverse. Cycling at 18 lands beats no-cycling at 20. If your shell already justifies cycling for tempo or card-quality reasons, the math does support trimming a land or two.
The ratio is tight: at 20 lands the swing is +23.5pp; at 18 lands it is +23.1pp. The simulator is telling you that a Lórien Revealed is worth roughly the same number of percentage points whether you have 20 lands or 18. What changes is the baseline you are starting from.
MDFCs vs Cycling Lands: They Are Not Identical
The two mechanics look interchangeable in our headline table (49–50% Murktide rate either way). They are not. Their failure modes diverge:
| Property | Cycling land / cycler spell | MDFC |
|---|---|---|
| Counts as a land for mulligan | No | Yes |
| Costs mana to use | Yes (1–2 mana typical) | No (just a tapped land drop) |
| Helps the same turn played | No (fetched basic enters tapped) | No (back face enters tapped) |
| Front face is a real spell | Sometimes (Lórien is a sorcery) | Yes |
| Vulnerable to graveyard hate | Yes (Lórien wants to flashback) | No |
The mulligan column is the one that gets ignored. The simulator counts MDFCs as lands when deciding whether to keep a 7-card hand. A hand with 1 real land and 2 MDFCs keeps; a hand with 1 real land and 2 cyclers will mulligan in our default keep rule. That is part of why MDFCs hold up across more deck configurations — they protect you from the worst opening hands, not just the worst mid-game draws.
Where Cycling Stops Mattering
Cycling does not buy you anything in a deck that already casts everything. We tested mono-green stompy at 20 lands — an exclusively Forest mana base with 8 ramp creatures and Primeval Titan as the top end:
| Configuration | Overall | Primeval Titan T6 | Δ |
|---|---|---|---|
| Baseline (no cycler) | 100.0% | 99.9% | — |
| +4× Krosan Tusker | 99.9% | 99.8% | −0.1 pp |
Cycling sells a fix for a problem land-flush mono-color decks do not have. If your overall cast rate is already pushing 99% — because you are mono-color, low-curve, or have heavy ramp — cycling and MDFCs are roughly free upgrades, not load-bearing ones. The marginal value of a cycler is whatever you save the deck from, and a deck that does not need saving gains nothing.
This is the same shape as the relationship between land count and cast rate in our 99-card Commander study: every additional consistency tool has diminishing returns once the deck crosses ~95% reliability.
How to Build With Them
Practical takeaways for deckbuilding:
- If your top-end is ≤90% castable, cyclers are the cheapest fix. They cost zero deck slots if they replace a comparable spell, and they buy you more cast-rate per inclusion than tutoring or scry would.
- Prefer cycling lands to cycling spells when you are color-fixing. Lórien Revealed only fetches a basic Island; in a 3-color deck you may want a true cycling land that taps for the right color.
- Use MDFCs to lower your effective land count without hurting your mulligan. 22 MDFCs + 18 real lands often plays out closer to 22 lands than to 18, because the MDFCs are usable as land drops on draws where you flood.
- Do not stack both mechanics in one deck. They compete for the same role (smoothing land draws). Past 4 to 6 total cyclers + MDFCs, additional copies have diminishing returns.
- Cycling triggers graveyard interactions. If your deck cares about stocking the yard (delve, escape, flashback), every cycle is double duty. If your deck does not, you only get the smoothing.
The Best Cyclers in Modern, Ranked by Cost-to-Cycle Ratio
Not every cycler is worth a slot. The two variables that determine whether a cycler earns its inclusion are cycling cost (how much mana you pay to convert it) and what it converts into (a basic of a specific colour, any basic, or just a fresh card). Below is a working tier list ordered by approximate cast-rate uplift per slot in a representative under-curve deck.
| Card | Cycling cost | Fetches | Tier | Why |
|---|---|---|---|---|
| Lórien Revealed | {1} | basic Island | S | Cheapest typed cycling in the format. Castable as a 5-mana “Concentrate” if you flood |
| Sunbaked Canyon (horizon land, not cycling keyword) | {1}, {T}, sacrifice land | 1 card (no land) | S | Land that draws a card when sacrificed. Functionally a cycler; rules-wise an activated ability, not the cycling keyword |
| Silundi Vision (MDFC) | n/a (use as land or 1U scry-2 spell) | — | A | Front face is a 1U sorcery that scrys 2 and finds an instant or sorcery; back face “Silundi Isle” is an Island-typed land that enters tapped |
| Eternal Dragon | Plainscycling {2} | basic Plains | A | Reanimator angle — cycle to fix mana, then return from graveyard to hand at upkeep for {3}{W}{W} |
| Krosan Tusker | Cycling {2}{G} | any basic land | B | Most flexible (any-basic), but 3 mana to cycle is a real tempo cost |
| Shefet Monitor | Cycling {3}{G} | basic land or Desert (tapped) | B− | Green creature with cycling that searches up a basic OR Desert. 4 mana to cycle is steep, but Desert support pushes it in dedicated shells |
| Decree of Justice | Cycling {2}{W} | X 1/1 Soldier tokens with vigilance | C | Cycle for tokens (pay X), not card filtering — different mechanic, similar slot |
| Faithless Looting (looter, not cycler) | n/a (1R sorcery) | — | A− | Different mechanic (draw 2 then discard 2; flashback {2}{R}) but compared by Reddit constantly. See section below |
Practical rule: prefer typed cycling at {1} mana over any-basic cycling at {2}{C}. Lórien Revealed and Sunbaked Canyon cost 1 mana to convert; Krosan Tusker costs 3. Over a representative game you might cycle once or twice, so the Krosan tax is meaningful. Typed cycling also means you know exactly which colour you fetch, which matters in 3-colour shells where balance is a real constraint.
When Cycling Becomes a Dead Card
Cycling has four failure modes that the simulator does not capture but real games do:
- Graveyard hate. Rest in Peace, Leyline of the Void, and Soulguide Lantern remove cards from your graveyard or replace yard placement with exile. The cycling activation still resolves and you still get the fetched card, but any downstream graveyard synergies (delve, escape, flashback) are dead. In a Murktide deck this is worse than it sounds — cycling Lórien helps you cast Murktide on time but feeds zero delve fuel.
- Counters on the activation. Cycling is an activated ability (CR 702.32a), not a spell. The usual blue counter package misses it: Counterspell, Pyroblast, and Red Elemental Blast all read “counter target spell,” so none of them touch a cycling activation. The narrow effects that do are Stifle, Trickbind, and Voidslime — ability counters, not spell counters. They are not maindeck staples in any current Modern shell, but in a sideboarded game where someone reads your list and brings them in, you spend the mana, lose the card, and get nothing.
- Blood Moon-style land hosers (only hit land cyclers). Blood Moon reads “Nonbasic lands are Mountains.” Sunbaked Canyon and the rest of the horizon-land cycle are nonbasic lands — under Blood Moon they lose their draw-a-card ability entirely and are just Mountains. Spell-form cyclers like Lórien Revealed are unaffected (they activate from hand, where Blood Moon does not reach), and the basic Island Lórien fetches is a basic land that Blood Moon also does not reach. Two notes that get the rules wrong constantly: Trinisphere only taxes spells, not activated abilities, so it does not affect cycling. Cursed Totem only shuts off activated abilities of creature permanents; cycling functions only while the card is in hand (CR 702.32b), so even Krosan Tusker (a creature card) cycles fine through Cursed Totem.
- Drawing the cycler too late. A cycler in your opening hand fixes mana on turn 1 or 2. A cycler drawn off the top on turn 6, after you have already cast your top-end and missed land drops two turns ago, does almost nothing. The simulator measures “does the cycle help me cast Murktide on turn 7?” cleanly. It does not measure “Murktide stranded in hand for two turns because I drew Lórien too late.” Hypergeometric math sets the floor: with 4 copies in a 60-card deck, the probability of seeing at least one cycler is 40.0% in an opening 7 and 48.8% by the end of turn 3 on the play. Honest framing — the headline cast-rate uplift only applies in the games where the cycler actually shows up in time.
None of these are reasons to skip cyclers. They are reasons to keep the count modest (4–6 total) rather than maxing every cycler in your colours, and to avoid pinning your gameplan on the cycler being available on a specific turn.
Cycling vs Looting vs Surveiling: They Are Not the Same Tool
The three card-quality mechanics get conflated in deckbuilding discussions. They serve different roles:
| Mechanic | Action | Hand size after | Card disadvantage? | Typical use |
|---|---|---|---|---|
| Cycling | Discard the cycler, draw 1 card | Same as before | No (1-for-1) | Smoothing land draws or replacing dead cards |
| Looting (Faithless Looting) | Draw 2, then discard 2 | Same as before, different cards | No (2-for-2 with hand sculpting) | Fueling graveyard for delve / dredge / flashback |
| Surveil | Look at top X, mill some, keep some on top | Same as before | No (filter only) | Setting up the next draw step; feeding graveyard |
| Scry | Look at top X, may rearrange | Same as before | No | Pure filter; weakest of the four for tempo decks |
Cycling and looting are the only two of these mechanics that actually change what is in your hand. Scry and surveil only re-order the top of the library. If your problem is “my hand has a Murktide and 2 lands but no fourth land,” cycling fixes it; scry does not. Conversely, if your problem is “I keep drawing Murktide turn 1 with no graveyard yet,” looting fixes it (you can pitch Murktide to flashback later); cycling does not.
This is why Modern UR Murktide lists historically pair Lórien Revealed with Mishra’s Bauble (a 0-mana cantrip that scries top of library on cast and draws a card next turn) and not with Faithless Looting (which got banned and stayed banned in Modern). The cycling+scry combination is a legal substitute for Looting’s combo of card filtration + graveyard fueling.
Cycling and MDFCs in Standard and Pioneer
This article focuses on Modern because Modern is the format with the cleanest cycling examples (Lórien Revealed, Sunbaked Canyon, Sea Gate Restoration are all Modern-legal). But the math generalizes — cycling helps any deck that is one land short with a top-end card to enable.
- Standard 2026: The current cycling-relevant pieces are sparse since most modern cyclers rotated out years ago. The most-played “land-light fix” in current Standard is the MDFC cycle from Zendikar Rising (still legal in some variants depending on rotation timing) and the “path” lands from Outlaws of Thunder Junction. Cast-rate gains for a 22-land Standard deck running 4 MDFCs are typically in the +6 to +10 percentage-point range on top-end spells — smaller than Modern because Standard mana bases already include more conditional ETB lands.
- Pioneer: Lórien Revealed is not Pioneer-legal (Modern Horizons sets are excluded). The Pioneer analog is Sea Gate Restoration (legal) plus the Kaldheim snow lands as a different smoothing approach. Pioneer Izzet Phoenix, the most popular cantrip-based deck, runs 4–5 MDFCs as a hybrid solution.
- Pauper: Lórien Revealed is Pauper-legal (it is a common from Modern Horizons 2) and dominates Pauper Tron lists for exactly the reason described in our headline: it lifts a 7-mana payoff cast rate by 22+ percentage points at low land counts.
Format choice changes the available cyclers but not the underlying math: every cycler at {1} or {2} mana that converts a flooded mid-game into a fresh draw is worth roughly 5 to 25 percentage points on your top-end cast rate, depending on how land-light your shell is.
Fetch Lands and Cycling: Why They Stack
Modern decks already include 8–10 fetch lands. Fetches give some of the same smoothing benefit as cycling because they convert “land in hand” into “land-on-battlefield-of-the-right-colour-plus-deck-thinning.” Do you still need cyclers if you are already running fetches?
Yes, because fetches and cyclers solve different problems:
- Fetches fix colour. They turn a generic land in your hand into the specific colour you need this turn. They do not help if you do not have a land to play.
- Cyclers fix land count. They turn a non-land card you cannot use this turn into a fresh draw, which is more likely to be a land. They do not directly fix colour unless they are typed cyclers.
The cycling-vs-fetch interaction is multiplicative, not redundant. A 20-land Modern deck with 9 fetches plus 4 Lórien Revealed has more effective mana than a 23-land Modern deck with 9 fetches alone, because the fetches are doing colour work and the cyclers are doing count work. Our simulator confirms this empirically: 20 lands + Lórien outperforms 22 lands no-cycler on cast rates of all top-end spells.
The implication for deckbuilding: do not pad your land count to compensate for the absence of cyclers. If your deck wants 22 lands by Karsten’s formula but is at 20 lands plus 4 cyclers, you are not under-built. You are using a different mechanism to achieve the same end.
Methodology and Verification
How each row was produced
- Engine
- ScrollVault WASM Monte Carlo simulator. Same code that runs in your browser when you use the calculator.
- Iterations
- 50,000 simulated games per row. Total games across this article: 400,000.
- Mulligan
- London Mulligan, default keep-or-mulligan rule based on land count and curve.
- Format
- Modern. 60-card constructed, no sideboard, no in-game tutoring.
- Cycling model
- Per turn the engine looks at the cheapest cycler in hand, checks under-curve and affordability of the cycling cost, and routes a basic of the most-needed colour from the deck. Cycled basic enters tapped on the next turn. Cycling cost is parsed from oracle text (Lórien Revealed has
Islandcycling {1}for 1 mana; Krosan Tusker has plainCycling {2}{G}with an “any-basic” clause, 3 mana). - MDFC model
- Counted as a land during mulligan. If the player has zero real lands available on a given turn, an MDFC is played as a fallback land that enters tapped and produces mana from the next turn forward.
- Pip math
- Hopcroft-Karp bipartite matching over the available mana sources to verify that colored requirements are satisfiable, not just total count.
- Reproducibility
- Each scenario in the section below ships its complete decklist; paste it into the calculator to reproduce the cast rate.
- Statistical confidence
- At 50,000 iterations the standard error around a 95% rate is ≈0.1 pp, so the 95% confidence interval is ±0.2 pp. Deltas reported in this article (+23.5 pp Lórien, +21.9 pp Sea Gate) are well above sampling noise and are statistically significant. If you reproduce these numbers in the calculator, expect results within ±0.4 pp of our figures.
Source decklists
UR Murktide, 20 lands, baseline
Cast rate: 26.7% for Murktide Regent on turn 7 (overall: 90.3%).
Show decklist (60 cards)
4 Murktide Regent 4 Counterspell 4 Brainstorm 4 Ponder 4 Daze 4 Spell Pierce 4 Force of Negation 4 Snapcaster Mage 4 Mishra's Bauble 4 Cryptic Command 12 Island 4 Mountain 4 Steam Vents
UR Murktide, 20 lands, +4× Lórien Revealed
Cast rate: 50.2% for Murktide Regent on turn 7 (overall: 93.2%). Δ +23.5pp.
Show decklist (60 cards)
4 Murktide Regent 4 Counterspell 4 Lórien Revealed 4 Ponder 4 Daze 4 Spell Pierce 4 Force of Negation 4 Snapcaster Mage 4 Mishra's Bauble 4 Cryptic Command 12 Island 4 Mountain 4 Steam Vents
UR Murktide, 20 lands, +4× Sea Gate Restoration (MDFC)
Cast rate: 48.6% for Murktide Regent on turn 7 (overall: 93.1%). Δ +21.9pp.
Show decklist (60 cards)
4 Murktide Regent 4 Counterspell 4 Sea Gate Restoration 4 Ponder 4 Daze 4 Spell Pierce 4 Force of Negation 4 Snapcaster Mage 4 Mishra's Bauble 4 Cryptic Command 12 Island 4 Mountain 4 Steam Vents
UR Murktide, 18 lands, baseline
Cast rate: 19.4% for Murktide Regent on turn 7 (overall: 88.6%).
Show decklist (60 cards)
4 Murktide Regent 4 Counterspell 4 Brainstorm 4 Ponder 4 Daze 4 Spell Pierce 4 Force of Negation 4 Snapcaster Mage 4 Mishra's Bauble 4 Cryptic Command 10 Island 4 Mountain 4 Steam Vents
Frequently Asked Questions
Should I count MDFCs as lands?
Treat MDFCs as lands for mulligan and shuffle decisions, but count them at roughly 0.7 of a regular land for color-pip math. The back face enters tapped, so it produces mana one turn later than a real land. Our simulator counts them as lands for keep-or-mulligan logic and as fallback land drops if no real land is in hand.
Is Lórien Revealed worth it in a Modern deck?
In a 20-land UR Murktide deck, adding 4 copies of Lórien Revealed lifts the turn-7 Murktide cast rate (turn 7 = Murktide’s natural cost before delve) from 26.7% to 50.2% — a +23.5 percentage point swing. That is comparable to adding 2 to 3 actual lands without losing a spell slot. The cycling cost (1 mana for an Island) is what makes the math work; cycling for 4 mana would not.
How do MDFCs compare to cycling lands?
At 20 lands in a UR Murktide shell, both Sea Gate Restoration (MDFC) and Lórien Revealed (cycling land) hit Murktide by turn 7 around 49% — within sample noise. The difference is timing: MDFCs work without spending mana but only contribute mana from the next turn. Cycling lands cost mana to convert but never enter play, so they preserve the land-light feel of the deck.
Does cycling matter in a 24-land deck?
Less than you would think. Cycling and MDFCs deliver their biggest gains at 18 to 20 lands where flood and screw both sting. In our mono-green 20-land stompy test, adding 4 copies of Krosan Tusker moved Primeval Titan cast rate by 0.1 percentage points — basically nothing. The deck was already at 99.9% because every land was a Forest. Cycling sells a fix for a problem land-flush mono-color decks do not have.
What does the simulator actually do with cycling and MDFCs?
Cycling: at each turn the engine looks at the cheapest cycler in hand, checks whether the deck is under-curve and the player can afford the cost, then routes a basic of the most-needed colour from the deck. The cycled basic enters tapped on the next turn (matches Lórien Revealed’s actual behavior). MDFCs: counted as lands during mulligan; if the player has zero real lands in hand on a turn, an MDFC is played as a fallback land that enters tapped and produces mana the following turn.
What is the methodology?
Each row is the result of 50,000 Monte Carlo simulations using ScrollVault’s WASM engine. The engine models London Mulligan, Hopcroft-Karp bipartite matching for colored-pip satisfaction, conditional ETB land rules, and the cycling/MDFC behavior described above. Decks are 60-card constructed lists. We hold the non-cycler portion of the deck constant and swap the variable card in or out so the only difference between conditions is the card under test.
Sources and references
- Frank Karsten. How Many Lands Do You Need to Consistently Hit Your Land Drops? TCGplayer Infinite. 2018. The 60-card and 99-card regression formulas referenced throughout this article.
- Frank Karsten. An Introduction to the Frank Analysis Method for Evaluating Mana Bases. Originally published on ChannelFireball (2019); now hosted on TCGplayer Infinite. Source of the 14 / 21 colored-source thresholds for one-pip and double-pip costs at 90% reliability.
- Wizards of the Coast. Magic: The Gathering Comprehensive Rules. Section 702.32 (Cycling) and Section 712 (Modal double-faced cards). Authoritative game-rule definitions.
- ScrollVault simulation data, this article. 400,000 game runs, 2026-04-29. Reproducible via the deck pastes in the “Source decklists” section above.
Related guides
- Mana Base Guides — Sub-hub of all data-driven mana base studies
- Aggro, Midrange, Control, Combo: Land Counts by Archetype — Why double-pip costs punish you twice as hard
- 5-Color Commander Mana Bases — What 250,000 simulated Atraxa games actually showed
- Commander Land Count: 3.75M Games of Data — The original archetype-by-land-count study
- How Many Lands in MTG? — Comprehensive land-count guide for all formats
- Mana Base Calculator — Run this simulation on your own deck