You 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:

UR Murktide Modern shell, 20 lands. Murktide Regent is a 7-mana spell ({5}{U}{U}) with 2 blue pips and a delve discount that often lets it land for 4–5 mana. Source: ScrollVault WASM engine, 50,000 iterations per row, 2026-04-29.
Configuration Overall cast rate Murktide on turn 7 Δ
Baseline (4× Brainstorm)90.3%26.7%
+4× Lórien Revealed93.2%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
Key finding

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:

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:

Same UR Murktide shell at 18 lands. The land-light condition tests whether cycling can salvage an aggressively low land count.
Configuration Overall Murktide T5 Δ vs baseline
18-land baseline88.6%19.4%
18 lands +4× Lórien Revealed91.9%42.5%+23.1 pp
Caveat

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 mulliganNoYes
Costs mana to useYes (1–2 mana typical)No (just a tapped land drop)
Helps the same turn playedNo (fetched basic enters tapped)No (back face enters tapped)
Front face is a real spellSometimes (Lórien is a sorcery)Yes
Vulnerable to graveyard hateYes (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:

Mono-green stompy, 20 Forest, 8 ramp creatures. Primeval Titan is a 6-mana payoff. The deck was tested with and without 4 copies of Krosan Tusker (any-basic cycling).
Configuration Overall Primeval Titan T6 Δ
Baseline (no cycler)100.0%99.9%
+4× Krosan Tusker99.9%99.8%−0.1 pp
Why this matters

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Cyclers and cycler-spells useful in 60-card constructed Modern. Cycling cost is from oracle text; tier reflects approximate efficiency in a deck with a top-end at MV 5 or higher.
Card Cycling cost Fetches Tier Why
Lórien Revealed{1}basic IslandSCheapest typed cycling in the format. Castable as a 5-mana “Concentrate” if you flood
Sunbaked Canyon (horizon land, not cycling keyword){1}, {T}, sacrifice land1 card (no land)SLand 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)AFront 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 DragonPlainscycling {2}basic PlainsAReanimator angle — cycle to fix mana, then return from graveyard to hand at upkeep for {3}{W}{W}
Krosan TuskerCycling {2}{G}any basic landBMost flexible (any-basic), but 3 mana to cycle is a real tempo cost
Shefet MonitorCycling {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 JusticeCycling {2}{W}X 1/1 Soldier tokens with vigilanceCCycle 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:

  1. 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.
  2. 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.
  3. 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.
  4. 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
CyclingDiscard the cycler, draw 1 cardSame as beforeNo (1-for-1)Smoothing land draws or replacing dead cards
Looting (Faithless Looting)Draw 2, then discard 2Same as before, different cardsNo (2-for-2 with hand sculpting)Fueling graveyard for delve / dredge / flashback
SurveilLook at top X, mill some, keep some on topSame as beforeNo (filter only)Setting up the next draw step; feeding graveyard
ScryLook at top X, may rearrangeSame as beforeNoPure 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.

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:

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 plain Cycling {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

  1. 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.
  2. 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.
  3. Wizards of the Coast. Magic: The Gathering Comprehensive Rules. Section 702.32 (Cycling) and Section 712 (Modal double-faced cards). Authoritative game-rule definitions.
  4. ScrollVault simulation data, this article. 400,000 game runs, 2026-04-29. Reproducible via the deck pastes in the “Source decklists” section above.

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