Mega cycle

A mega cycle is a cycle with its member cards distributed across separate sets in a block. When these sets are spread across multiple blocks, this is sometimes referred to as a mega-mega cycle. However, since blocks are now obsolete, normal mega cycles are much rarer, showing up in pseudo-blocks such as the Guilds of Ravnica block. Thus, cycles distributed across sets in the present day are termed as mega-mega cycles by default or supercycles. 
==List of mega cycles==
===Three-card mega cycles===
One card per set within one block.
Cycle name 	1st Set 	2nd Set 	3rd Set
Land Kavus 	 	 	
Land Kavus 	Each of these Kavu is a red 2/2 creature with a mana cost of and an activated ability requiring to tap to change a land's type into another. The first two change the land into the allies of red, while the last one changes it into the color's enemies.	Each of these Kavu is a red 2/2 creature with a mana cost of and an activated ability requiring to tap to change a land's type into another. The first two change the land into the allies of red, while the last one changes it into the color's enemies.	Each of these Kavu is a red 2/2 creature with a mana cost of and an activated ability requiring to tap to change a land's type into another. The first two change the land into the allies of red, while the last one changes it into the color's enemies.
Kaldra 	 	 	
Kaldra 	Each of these three rare legendary Equipment is a constituent required to put the legendary Kaldra creature token onto the battlefield. Each of these cards was its set's prerelease promotional card. 	Each of these three rare legendary Equipment is a constituent required to put the legendary Kaldra creature token onto the battlefield. Each of these cards was its set's prerelease promotional card. 	Each of these three rare legendary Equipment is a constituent required to put the legendary Kaldra creature token onto the battlefield. Each of these cards was its set's prerelease promotional card.
Ezrith destroy	 	 	
Ezrith destroy	Each of these black cards costs and destroy a nonblack creature at different points in time. They feature a flavor text of Ezrith, Druid of the Dark Hours. 	Each of these black cards costs and destroy a nonblack creature at different points in time. They feature a flavor text of Ezrith, Druid of the Dark Hours. 	Each of these black cards costs and destroy a nonblack creature at different points in time. They feature a flavor text of Ezrith, Druid of the Dark Hours.
===Four-card mega cycles===
Cycle name 	 	 	 	
Gold counterspells	(<c>Healing Salve</c>) 	(<c>Bump in the Night</c>) 	(<c>Lightning Strike</c>) 	(<c>Grizzly Bears</c>)
Gold counterspells	Each of these multicolored spells has in its casting cost and includes a <c>Counterspell</c> attached to a color appropriate effect. 	Each of these multicolored spells has in its casting cost and includes a <c>Counterspell</c> attached to a color appropriate effect. 	Each of these multicolored spells has in its casting cost and includes a <c>Counterspell</c> attached to a color appropriate effect. 	Each of these multicolored spells has in its casting cost and includes a <c>Counterspell</c> attached to a color appropriate effect.
Cycle name 	 	 	 	
Mutations 	(Enchantments) 	(Creatures - bounce) 	(Creatures - destroy) 	(Artifacts)
Mutations 	Each of these multicolored spells has in its casting cost, destroys or disrupts resources, and creates 1/1 Saproling creature tokens equal to the resource's converted mana cost.	Each of these multicolored spells has in its casting cost, destroys or disrupts resources, and creates 1/1 Saproling creature tokens equal to the resource's converted mana cost.	Each of these multicolored spells has in its casting cost, destroys or disrupts resources, and creates 1/1 Saproling creature tokens equal to the resource's converted mana cost.	Each of these multicolored spells has in its casting cost, destroys or disrupts resources, and creates 1/1 Saproling creature tokens equal to the resource's converted mana cost.
===Five-card mega cycles===
Cycle name 	 	 	 	 	
Retrievers 	(Artifacts) 	(Instants) 	(Creatures) 	(Sorceries) 	(Lands)
Retrievers 	Each of these 2/2 creatures returns a card of a certain type from your graveyard to your hand when it comes into play. 	Each of these 2/2 creatures returns a card of a certain type from your graveyard to your hand when it comes into play. 	Each of these 2/2 creatures returns a card of a certain type from your graveyard to your hand when it comes into play. 	Each of these 2/2 creatures returns a card of a certain type from your graveyard to your hand when it comes into play. 	Each of these 2/2 creatures returns a card of a certain type from your graveyard to your hand when it comes into play.
Alternate-win enchantments	 	 	 	 	
Alternate-win enchantments	Each of these cards is an alternate-win card. 	Each of these cards is an alternate-win card. 	Each of these cards is an alternate-win card. 	Each of these cards is an alternate-win card. 	Each of these cards is an alternate-win card.
Tapping lords 	(Clerics) 	(Wizards) 	(Zombies) 	(Dwarven) 	(Druids)
Tapping lords 	Each of these creatures costs MMM and confers an effect by tapping other creatures of the same subtype. Of note, the green card of this cycle is the only one to have its creature be legendary.	Each of these creatures costs MMM and confers an effect by tapping other creatures of the same subtype. Of note, the green card of this cycle is the only one to have its creature be legendary.	Each of these creatures costs MMM and confers an effect by tapping other creatures of the same subtype. Of note, the green card of this cycle is the only one to have its creature be legendary.	Each of these creatures costs MMM and confers an effect by tapping other creatures of the same subtype. Of note, the green card of this cycle is the only one to have its creature be legendary.	Each of these creatures costs MMM and confers an effect by tapping other creatures of the same subtype. Of note, the green card of this cycle is the only one to have its creature be legendary.
Dominarian legendary lands	 	 	 	 	
Dominarian legendary lands	Some of these lands help to show the degradation of Dominaria. 	Some of these lands help to show the degradation of Dominaria. 	Some of these lands help to show the degradation of Dominaria. 	Some of these lands help to show the degradation of Dominaria. 	Some of these lands help to show the degradation of Dominaria.
Lorwyn legends 	 	 	 	 	
Lorwyn legends 	Each of these legendary monocolored creatures are from Lorwyn–Shadowmoor plane. 	Each of these legendary monocolored creatures are from Lorwyn–Shadowmoor plane. 	Each of these legendary monocolored creatures are from Lorwyn–Shadowmoor plane. 	Each of these legendary monocolored creatures are from Lorwyn–Shadowmoor plane. 	Each of these legendary monocolored creatures are from Lorwyn–Shadowmoor plane.
Rare Changelings 	 	 	 	 	
Rare Changelings 	Each of these rare shapeshifter creatures has changeling and another powerful ability. 	Each of these rare shapeshifter creatures has changeling and another powerful ability. 	Each of these rare shapeshifter creatures has changeling and another powerful ability. 	Each of these rare shapeshifter creatures has changeling and another powerful ability. 	Each of these rare shapeshifter creatures has changeling and another powerful ability.
Rare artifacts 	 	 	 	 	
Rare artifacts 	Each of these rare artifacts has an activated ability requiring a color. 	Each of these rare artifacts has an activated ability requiring a color. 	Each of these rare artifacts has an activated ability requiring a color. 	Each of these rare artifacts has an activated ability requiring a color. 	Each of these rare artifacts has an activated ability requiring a color.
===Guild mega cycles===
Ravnica's design is based upon the use of all ten two-color combinations in the forms of guild, and its popularity has resulted in multiple set revisits. As such, mega cycles are prevalent, even after the shift to leave small sets and yearly blocks behind.
==List of mega-mega cycles/supercycles==
A mega-mega cycle or supercycle is a cycle with its member cards distributed across separate sets; unlike a mega cycle, however, these sets are not all within a single block.
===Two-card mega-mega cycles===
Mirrored pair	Mirrored pair	Description
 	 	An angel that makes it impossible for you to lose the game and your opponents to win and a demon that does the opposite.
 	 	A creature that grants Convoke to artifacts and an artifact that grants Improvise to non-artifacts.
 	 	Two 1/1 green Elf Druids with mana cost . One tap for or one of its ally colors and the other for or one of its enemy colors .
 	 	Two 0/1 green creatures with mana cost and Exalted. One tap for or one of its adjacent clockwise colors (Bant) and the other for or one of its adjacent counterclockwise colors (Jund).
===Three-card mega-mega cycles===
Cycle name 	 	 	
Copy Enchantments 	 	 	
Copy Enchantments 	Three blue rare Enchantments named 'Copy X' that enter as a copy of their specified permanent card type. At the time of the release of Modern Horizons 3 Commander, this was the longest-running mega-mega cycle. 	Three blue rare Enchantments named 'Copy X' that enter as a copy of their specified permanent card type. At the time of the release of Modern Horizons 3 Commander, this was the longest-running mega-mega cycle. 	Three blue rare Enchantments named 'Copy X' that enter as a copy of their specified permanent card type. At the time of the release of Modern Horizons 3 Commander, this was the longest-running mega-mega cycle.
Cycle name 	 	 	
Delver evolution 	 	 	
Delver evolution 	Each of these double-faced cards depicts the further descent into madness of a single unknown researcher. The type line, power, and toughness of each card's front face are identical to that of the previous card's back face.	Each of these double-faced cards depicts the further descent into madness of a single unknown researcher. The type line, power, and toughness of each card's front face are identical to that of the previous card's back face.	Each of these double-faced cards depicts the further descent into madness of a single unknown researcher. The type line, power, and toughness of each card's front face are identical to that of the previous card's back face.
Cycle name 	 	 	
Mana/Draw rocks 	 	 	
Mana/Draw rocks 	Each of these Artifacts with 2X mana cost can be tapped for X colorless mana, or draw X cards by paying X mana and sacrificing them. 	Each of these Artifacts with 2X mana cost can be tapped for X colorless mana, or draw X cards by paying X mana and sacrificing them. 	Each of these Artifacts with 2X mana cost can be tapped for X colorless mana, or draw X cards by paying X mana and sacrificing them.
Cycle name 	 	 	
Legendary dragons 	 	 	
Legendary dragons 	Three red rare legendary Dragons released in each Core Set starting from 2019 to 2021. 	Three red rare legendary Dragons released in each Core Set starting from 2019 to 2021. 	Three red rare legendary Dragons released in each Core Set starting from 2019 to 2021.
Cycle name 	 	 	
Etched compleation	 	 	
Etched compleation	Each of these Artifact creatures shows the transition from wizard to mirran soldier and eventual compleation at the hands of the phyrexians. 	Each of these Artifact creatures shows the transition from wizard to mirran soldier and eventual compleation at the hands of the phyrexians. 	Each of these Artifact creatures shows the transition from wizard to mirran soldier and eventual compleation at the hands of the phyrexians.
===Four-card mega-mega cycles===
Cycle name 	 	 	 	
Gold counterspells 	 	 	 	
Gold counterspells 	Each of these rare instants costs plus one mana of another color. The cycle was originally "completed" with Alara Reborn, but Return to Ravnica block and Fallout added a total of three others. Each of these cards is a counterspell with a bonus or increased flexibility. 	Each of these rare instants costs plus one mana of another color. The cycle was originally "completed" with Alara Reborn, but Return to Ravnica block and Fallout added a total of three others. Each of these cards is a counterspell with a bonus or increased flexibility. 	Each of these rare instants costs plus one mana of another color. The cycle was originally "completed" with Alara Reborn, but Return to Ravnica block and Fallout added a total of three others. Each of these cards is a counterspell with a bonus or increased flexibility. 	Each of these rare instants costs plus one mana of another color. The cycle was originally "completed" with Alara Reborn, but Return to Ravnica block and Fallout added a total of three others. Each of these cards is a counterspell with a bonus or increased flexibility.
Cycle name 	vs 	vs 	vs 	vs
Paladins 	 	 	 	
Paladins 	Each of these paladins is a 3/3 black or white knight creature with a converted mana cost of 2MM. The black paladins can tap for to destroy a creature of one specific color; the white paladins can destroy any permanent of one specific color for and tapping instead. All of them were reprinted in Seventh Edition, in which there is a story of a war among the paladins narrated through the flavor text of cards from the set. 	Each of these paladins is a 3/3 black or white knight creature with a converted mana cost of 2MM. The black paladins can tap for to destroy a creature of one specific color; the white paladins can destroy any permanent of one specific color for and tapping instead. All of them were reprinted in Seventh Edition, in which there is a story of a war among the paladins narrated through the flavor text of cards from the set. 	Each of these paladins is a 3/3 black or white knight creature with a converted mana cost of 2MM. The black paladins can tap for to destroy a creature of one specific color; the white paladins can destroy any permanent of one specific color for and tapping instead. All of them were reprinted in Seventh Edition, in which there is a story of a war among the paladins narrated through the flavor text of cards from the set. 	Each of these paladins is a 3/3 black or white knight creature with a converted mana cost of 2MM. The black paladins can tap for to destroy a creature of one specific color; the white paladins can destroy any permanent of one specific color for and tapping instead. All of them were reprinted in Seventh Edition, in which there is a story of a war among the paladins narrated through the flavor text of cards from the set.
Cycle name 	 	 	 	
Walking batteries 	 	 	 	
Walking batteries 	Each of these X/X artifact creatures with X mana cost produces X colorless mana when they die. 	Each of these X/X artifact creatures with X mana cost produces X colorless mana when they die. 	Each of these X/X artifact creatures with X mana cost produces X colorless mana when they die. 	Each of these X/X artifact creatures with X mana cost produces X colorless mana when they die.
Cycle name 	 	 	 	
1 Mana Figures 	 	 	 	
1 Mana Figures 	Each of these creatures costs 1 mana and have 3 activated abilities who need to be activated in order, improving the creature step by step. Because they are the 5 colors between the 4 creatures we can consider the cycle complete, but it could also be two supercycles using the same template. 	Each of these creatures costs 1 mana and have 3 activated abilities who need to be activated in order, improving the creature step by step. Because they are the 5 colors between the 4 creatures we can consider the cycle complete, but it could also be two supercycles using the same template. 	Each of these creatures costs 1 mana and have 3 activated abilities who need to be activated in order, improving the creature step by step. Because they are the 5 colors between the 4 creatures we can consider the cycle complete, but it could also be two supercycles using the same template. 	Each of these creatures costs 1 mana and have 3 activated abilities who need to be activated in order, improving the creature step by step. Because they are the 5 colors between the 4 creatures we can consider the cycle complete, but it could also be two supercycles using the same template.
Cycle name 	 	 	 	
Elder Titans 	 	Skotha, Titan of Eternal Dark 	 	
Elder Titans 	Each of these Elder Giants has MN in its casting cost and MMNN as its escape cost. 	Each of these Elder Giants has MN in its casting cost and MMNN as its escape cost. 	Each of these Elder Giants has MN in its casting cost and MMNN as its escape cost. 	Each of these Elder Giants has MN in its casting cost and MMNN as its escape cost.
Cycle name 	1st Set 	2nd Set 	3rd Set 	4th Set
Kellan in the Omenpath Arc	// (Wilds of Eldraine) 	// (The Lost Caverns of Ixalan) 	// (Murders at Karlov Manor) 	(Outlaws of Thunder Junction)
Kellan in the Omenpath Arc	Four Legendary Human Faeries that have Adventures or synergize with Adventures, a mechanic which originated in Throne of Eldraine. They represent the Eldraine denizen Kellan and his journey across various planes during the Omenpath Arc. On each plane, he retains a color from his previous card and gains a new one, starting from a monocolored creature and progressively becoming a multicolored creature over the arc, as a reflection of his character development.	Four Legendary Human Faeries that have Adventures or synergize with Adventures, a mechanic which originated in Throne of Eldraine. They represent the Eldraine denizen Kellan and his journey across various planes during the Omenpath Arc. On each plane, he retains a color from his previous card and gains a new one, starting from a monocolored creature and progressively becoming a multicolored creature over the arc, as a reflection of his character development.	Four Legendary Human Faeries that have Adventures or synergize with Adventures, a mechanic which originated in Throne of Eldraine. They represent the Eldraine denizen Kellan and his journey across various planes during the Omenpath Arc. On each plane, he retains a color from his previous card and gains a new one, starting from a monocolored creature and progressively becoming a multicolored creature over the arc, as a reflection of his character development.	Four Legendary Human Faeries that have Adventures or synergize with Adventures, a mechanic which originated in Throne of Eldraine. They represent the Eldraine denizen Kellan and his journey across various planes during the Omenpath Arc. On each plane, he retains a color from his previous card and gains a new one, starting from a monocolored creature and progressively becoming a multicolored creature over the arc, as a reflection of his character development.
===Five-card mega-mega cycles===
Cycle name 	 	 	 	 	 	
Legendary lands 	 	 	 	 	 	
Legendary lands 	The "original" Mega-Mega cycle. Each of these rare legendary lands has at least two abilities, one of which is a mana ability. These lands represent notable locations from the Weatherlight Saga of the Magic storyline. 	The "original" Mega-Mega cycle. Each of these rare legendary lands has at least two abilities, one of which is a mana ability. These lands represent notable locations from the Weatherlight Saga of the Magic storyline. 	The "original" Mega-Mega cycle. Each of these rare legendary lands has at least two abilities, one of which is a mana ability. These lands represent notable locations from the Weatherlight Saga of the Magic storyline. 	The "original" Mega-Mega cycle. Each of these rare legendary lands has at least two abilities, one of which is a mana ability. These lands represent notable locations from the Weatherlight Saga of the Magic storyline. 	The "original" Mega-Mega cycle. Each of these rare legendary lands has at least two abilities, one of which is a mana ability. These lands represent notable locations from the Weatherlight Saga of the Magic storyline. 	
Legendary lands II 	 	 	 	 	 	
Legendary lands II 	A revision of the "original" Mega-Mega cycle for aesthetic reasons. Each of these rare legendary lands taps for and has a 1M activated ability. 	A revision of the "original" Mega-Mega cycle for aesthetic reasons. Each of these rare legendary lands taps for and has a 1M activated ability. 	A revision of the "original" Mega-Mega cycle for aesthetic reasons. Each of these rare legendary lands taps for and has a 1M activated ability. 	A revision of the "original" Mega-Mega cycle for aesthetic reasons. Each of these rare legendary lands taps for and has a 1M activated ability. 	A revision of the "original" Mega-Mega cycle for aesthetic reasons. Each of these rare legendary lands taps for and has a 1M activated ability. 	
Topdeck lands 	 	 	 	 	 	
Topdeck lands 	Each of these legendary lands taps for colorless and features a colored ability to place a certain type of card in your graveyard on top of your library. 	Each of these legendary lands taps for colorless and features a colored ability to place a certain type of card in your graveyard on top of your library. 	Each of these legendary lands taps for colorless and features a colored ability to place a certain type of card in your graveyard on top of your library. 	Each of these legendary lands taps for colorless and features a colored ability to place a certain type of card in your graveyard on top of your library. 	Each of these legendary lands taps for colorless and features a colored ability to place a certain type of card in your graveyard on top of your library. 	
Atogs 	 	 	 	 	 	
Atogs 	Each of these 1/2 Atog creatures, all but Atog itself being inspired by <c>Atog</c>, "ate" a resource to "grow"; each Atog has an activated ability costing a resource or commodity for an increase in its power and toughness until end of turn. Also includes the five color , which eats other Atogs. 	Each of these 1/2 Atog creatures, all but Atog itself being inspired by <c>Atog</c>, "ate" a resource to "grow"; each Atog has an activated ability costing a resource or commodity for an increase in its power and toughness until end of turn. Also includes the five color , which eats other Atogs. 	Each of these 1/2 Atog creatures, all but Atog itself being inspired by <c>Atog</c>, "ate" a resource to "grow"; each Atog has an activated ability costing a resource or commodity for an increase in its power and toughness until end of turn. Also includes the five color , which eats other Atogs. 	Each of these 1/2 Atog creatures, all but Atog itself being inspired by <c>Atog</c>, "ate" a resource to "grow"; each Atog has an activated ability costing a resource or commodity for an increase in its power and toughness until end of turn. Also includes the five color , which eats other Atogs. 	Each of these 1/2 Atog creatures, all but Atog itself being inspired by <c>Atog</c>, "ate" a resource to "grow"; each Atog has an activated ability costing a resource or commodity for an increase in its power and toughness until end of turn. Also includes the five color , which eats other Atogs. 	
Protection angels 	 	 	 	 	 	
Protection angels 	Each of these uncommon 2/2 white Angel creatures costing with flying and protection from a specific color. The flavor text of each of these cards is from the "Song of All", a fictitious sacred text from the Serra religion. <c>Voice of All</c>, an uncommon Angel costing with flying and protection from a color chosen as it enters the battlefield, was released in Planeshift, as an homage to the mega-mega cycle. 	Each of these uncommon 2/2 white Angel creatures costing with flying and protection from a specific color. The flavor text of each of these cards is from the "Song of All", a fictitious sacred text from the Serra religion. <c>Voice of All</c>, an uncommon Angel costing with flying and protection from a color chosen as it enters the battlefield, was released in Planeshift, as an homage to the mega-mega cycle. 	Each of these uncommon 2/2 white Angel creatures costing with flying and protection from a specific color. The flavor text of each of these cards is from the "Song of All", a fictitious sacred text from the Serra religion. <c>Voice of All</c>, an uncommon Angel costing with flying and protection from a color chosen as it enters the battlefield, was released in Planeshift, as an homage to the mega-mega cycle. 	Each of these uncommon 2/2 white Angel creatures costing with flying and protection from a specific color. The flavor text of each of these cards is from the "Song of All", a fictitious sacred text from the Serra religion. <c>Voice of All</c>, an uncommon Angel costing with flying and protection from a color chosen as it enters the battlefield, was released in Planeshift, as an homage to the mega-mega cycle. 	Each of these uncommon 2/2 white Angel creatures costing with flying and protection from a specific color. The flavor text of each of these cards is from the "Song of All", a fictitious sacred text from the Serra religion. <c>Voice of All</c>, an uncommon Angel costing with flying and protection from a color chosen as it enters the battlefield, was released in Planeshift, as an homage to the mega-mega cycle. 	
Tutors 	 	 	 	 	 	
Tutors 	Each of these rares costs M and allows its controller to search his or her library for a card, albeit with certain conditions. The joke card <c>Goblin Tutor</c> from Unglued pays homage to this mega-mega cycle. Notably, each of these tutors received a reprint in Dominaria Remastered. 	Each of these rares costs M and allows its controller to search his or her library for a card, albeit with certain conditions. The joke card <c>Goblin Tutor</c> from Unglued pays homage to this mega-mega cycle. Notably, each of these tutors received a reprint in Dominaria Remastered. 	Each of these rares costs M and allows its controller to search his or her library for a card, albeit with certain conditions. The joke card <c>Goblin Tutor</c> from Unglued pays homage to this mega-mega cycle. Notably, each of these tutors received a reprint in Dominaria Remastered. 	Each of these rares costs M and allows its controller to search his or her library for a card, albeit with certain conditions. The joke card <c>Goblin Tutor</c> from Unglued pays homage to this mega-mega cycle. Notably, each of these tutors received a reprint in Dominaria Remastered. 	Each of these rares costs M and allows its controller to search his or her library for a card, albeit with certain conditions. The joke card <c>Goblin Tutor</c> from Unglued pays homage to this mega-mega cycle. Notably, each of these tutors received a reprint in Dominaria Remastered. 	
Towers 	 	 	 	 	 	
Towers 	Each of these rare noncreature artifacts costing has an activated ability costing and . <c>Tower of Calamities</c> was introduced in Scars of Mirrodin after Design and Development realized that players associated or might associate, the released four Towers' effects with a color each, and its amount of damage was decided by extrapolating the established pattern of an effect increasing by two. 	Each of these rare noncreature artifacts costing has an activated ability costing and . <c>Tower of Calamities</c> was introduced in Scars of Mirrodin after Design and Development realized that players associated or might associate, the released four Towers' effects with a color each, and its amount of damage was decided by extrapolating the established pattern of an effect increasing by two. 	Each of these rare noncreature artifacts costing has an activated ability costing and . <c>Tower of Calamities</c> was introduced in Scars of Mirrodin after Design and Development realized that players associated or might associate, the released four Towers' effects with a color each, and its amount of damage was decided by extrapolating the established pattern of an effect increasing by two. 	Each of these rare noncreature artifacts costing has an activated ability costing and . <c>Tower of Calamities</c> was introduced in Scars of Mirrodin after Design and Development realized that players associated or might associate, the released four Towers' effects with a color each, and its amount of damage was decided by extrapolating the established pattern of an effect increasing by two. 	Each of these rare noncreature artifacts costing has an activated ability costing and . <c>Tower of Calamities</c> was introduced in Scars of Mirrodin after Design and Development realized that players associated or might associate, the released four Towers' effects with a color each, and its amount of damage was decided by extrapolating the established pattern of an effect increasing by two. 	
Elementary forces 	 	 	 	 	 	
Elementary forces 	Each of these rare Elemental creatures has a mana cost of 5MMM, a power/toughness of 7/7 and an ability that triggers each upkeep. 	Each of these rare Elemental creatures has a mana cost of 5MMM, a power/toughness of 7/7 and an ability that triggers each upkeep. 	Each of these rare Elemental creatures has a mana cost of 5MMM, a power/toughness of 7/7 and an ability that triggers each upkeep. 	Each of these rare Elemental creatures has a mana cost of 5MMM, a power/toughness of 7/7 and an ability that triggers each upkeep. 	Each of these rare Elemental creatures has a mana cost of 5MMM, a power/toughness of 7/7 and an ability that triggers each upkeep. 	
Oaths of the Gatewatch 	 	 	 	 	 	
Oaths of the Gatewatch 	Each of these rare legendary enchantments has an enter the battlefield effect and second effect with some kind of Planeswalker interaction. 	Each of these rare legendary enchantments has an enter the battlefield effect and second effect with some kind of Planeswalker interaction. 	Each of these rare legendary enchantments has an enter the battlefield effect and second effect with some kind of Planeswalker interaction. 	Each of these rare legendary enchantments has an enter the battlefield effect and second effect with some kind of Planeswalker interaction. 	Each of these rare legendary enchantments has an enter the battlefield effect and second effect with some kind of Planeswalker interaction. 	
Morphlings 	 	 	 	 	 	
Morphlings 	Creatures that have three colored activated abilities as well as the ability ": ~ gets +1/-1 or -1/+1 until end of turn." Each one has a mana cost of MM and some amount of generic mana. (<c>Aetherling</c> is not considered part of the cycle and only has 2 colored abilities.) 	Creatures that have three colored activated abilities as well as the ability ": ~ gets +1/-1 or -1/+1 until end of turn." Each one has a mana cost of MM and some amount of generic mana. (<c>Aetherling</c> is not considered part of the cycle and only has 2 colored abilities.) 	Creatures that have three colored activated abilities as well as the ability ": ~ gets +1/-1 or -1/+1 until end of turn." Each one has a mana cost of MM and some amount of generic mana. (<c>Aetherling</c> is not considered part of the cycle and only has 2 colored abilities.) 	Creatures that have three colored activated abilities as well as the ability ": ~ gets +1/-1 or -1/+1 until end of turn." Each one has a mana cost of MM and some amount of generic mana. (<c>Aetherling</c> is not considered part of the cycle and only has 2 colored abilities.) 	Creatures that have three colored activated abilities as well as the ability ": ~ gets +1/-1 or -1/+1 until end of turn." Each one has a mana cost of MM and some amount of generic mana. (<c>Aetherling</c> is not considered part of the cycle and only has 2 colored abilities.) 	
Sorcery magi 	 	 	 	 	 	
Sorcery magi 	Each of these rare wizards has a converted mana cost and activated ability reminiscent of powerful and iconic sorcery from Magic's past. 	Each of these rare wizards has a converted mana cost and activated ability reminiscent of powerful and iconic sorcery from Magic's past. 	Each of these rare wizards has a converted mana cost and activated ability reminiscent of powerful and iconic sorcery from Magic's past. 	Each of these rare wizards has a converted mana cost and activated ability reminiscent of powerful and iconic sorcery from Magic's past. 	Each of these rare wizards has a converted mana cost and activated ability reminiscent of powerful and iconic sorcery from Magic's past. 	
"Cones" 	 	 	 	 	 	
"Cones" 	Each of these sorceries has a converted mana cost of 3MM and a repeated effect that does one, two, and three of a certain action. 	Each of these sorceries has a converted mana cost of 3MM and a repeated effect that does one, two, and three of a certain action. 	Each of these sorceries has a converted mana cost of 3MM and a repeated effect that does one, two, and three of a certain action. 	Each of these sorceries has a converted mana cost of 3MM and a repeated effect that does one, two, and three of a certain action. 	Each of these sorceries has a converted mana cost of 3MM and a repeated effect that does one, two, and three of a certain action. 	
Innistrad angels 	(Magic 2015) 	 	 	 	 	
Innistrad angels 	The Archangels of Innistrad, Avacyn and her sisters. Each of them has plus one mana of another color in their mana cost. 	The Archangels of Innistrad, Avacyn and her sisters. Each of them has plus one mana of another color in their mana cost. 	The Archangels of Innistrad, Avacyn and her sisters. Each of them has plus one mana of another color in their mana cost. 	The Archangels of Innistrad, Avacyn and her sisters. Each of them has plus one mana of another color in their mana cost. 	The Archangels of Innistrad, Avacyn and her sisters. Each of them has plus one mana of another color in their mana cost. 	
Young spellcasters 	 	 	 	 	 	
Young spellcasters 	Each of these uncommon young Spellcasters is imitating a famous planeswalker of same race and same creature class. 	Each of these uncommon young Spellcasters is imitating a famous planeswalker of same race and same creature class. 	Each of these uncommon young Spellcasters is imitating a famous planeswalker of same race and same creature class. 	Each of these uncommon young Spellcasters is imitating a famous planeswalker of same race and same creature class. 	Each of these uncommon young Spellcasters is imitating a famous planeswalker of same race and same creature class. 	
Phyrexian Praetors in the Phyrexian Arc	 	 	 	 	 	
Phyrexian Praetors in the Phyrexian Arc	Five mythic rare legendary Phyrexian Praetor creatures depicting the rulers of the Phyrexians, who were introduced in New Phyrexia. They appear individually within sets across multiple planes in the Phyrexian Arc. Similar to their original versions, they give a positive effect to the player controlling them, and a mirrored effect that hurts the opponent. 	Five mythic rare legendary Phyrexian Praetor creatures depicting the rulers of the Phyrexians, who were introduced in New Phyrexia. They appear individually within sets across multiple planes in the Phyrexian Arc. Similar to their original versions, they give a positive effect to the player controlling them, and a mirrored effect that hurts the opponent. 	Five mythic rare legendary Phyrexian Praetor creatures depicting the rulers of the Phyrexians, who were introduced in New Phyrexia. They appear individually within sets across multiple planes in the Phyrexian Arc. Similar to their original versions, they give a positive effect to the player controlling them, and a mirrored effect that hurts the opponent. 	Five mythic rare legendary Phyrexian Praetor creatures depicting the rulers of the Phyrexians, who were introduced in New Phyrexia. They appear individually within sets across multiple planes in the Phyrexian Arc. Similar to their original versions, they give a positive effect to the player controlling them, and a mirrored effect that hurts the opponent. 	Five mythic rare legendary Phyrexian Praetor creatures depicting the rulers of the Phyrexians, who were introduced in New Phyrexia. They appear individually within sets across multiple planes in the Phyrexian Arc. Similar to their original versions, they give a positive effect to the player controlling them, and a mirrored effect that hurts the opponent. 	
Charm creatures 	 	 	 	 	 	
Charm creatures 	Five rare creatures that have an enters ability with three modes. 	Five rare creatures that have an enters ability with three modes. 	Five rare creatures that have an enters ability with three modes. 	Five rare creatures that have an enters ability with three modes. 	Five rare creatures that have an enters ability with three modes. 	
Commander suspend spells 	 	 	(Murders at Karlov Manor Commander) (Duskmourn: House of Horror Commander) 	 	 	
Commander suspend spells 	Five spells that are rather overcosted, but have a significantly cheaper suspend cost. In addition, once they resolve, they exile themselves with time counters, allowing them to be reused. So far, each has been printed in a preconstructed Commander deck and synergizes specifically with the face commander. 	Five spells that are rather overcosted, but have a significantly cheaper suspend cost. In addition, once they resolve, they exile themselves with time counters, allowing them to be reused. So far, each has been printed in a preconstructed Commander deck and synergizes specifically with the face commander. 	Five spells that are rather overcosted, but have a significantly cheaper suspend cost. In addition, once they resolve, they exile themselves with time counters, allowing them to be reused. So far, each has been printed in a preconstructed Commander deck and synergizes specifically with the face commander. 	Five spells that are rather overcosted, but have a significantly cheaper suspend cost. In addition, once they resolve, they exile themselves with time counters, allowing them to be reused. So far, each has been printed in a preconstructed Commander deck and synergizes specifically with the face commander. 	Five spells that are rather overcosted, but have a significantly cheaper suspend cost. In addition, once they resolve, they exile themselves with time counters, allowing them to be reused. So far, each has been printed in a preconstructed Commander deck and synergizes specifically with the face commander. 	
Phyrexian Monsters 	 	 	 	(Alchemy: Phyrexia) 	 	
Phyrexian Monsters 	5/5 Phyrexian Horrors with a mana cost of four colored pips, with an evergreen ability and an ability that does something powerful when they are damaged. Each one's flavor text is that color's associated Phyrexian praetor detailing the quality of the monster. Phyrexian Harvester is the first and currently the only member of a megacycle to be designed for digital. 	5/5 Phyrexian Horrors with a mana cost of four colored pips, with an evergreen ability and an ability that does something powerful when they are damaged. Each one's flavor text is that color's associated Phyrexian praetor detailing the quality of the monster. Phyrexian Harvester is the first and currently the only member of a megacycle to be designed for digital. 	5/5 Phyrexian Horrors with a mana cost of four colored pips, with an evergreen ability and an ability that does something powerful when they are damaged. Each one's flavor text is that color's associated Phyrexian praetor detailing the quality of the monster. Phyrexian Harvester is the first and currently the only member of a megacycle to be designed for digital. 	5/5 Phyrexian Horrors with a mana cost of four colored pips, with an evergreen ability and an ability that does something powerful when they are damaged. Each one's flavor text is that color's associated Phyrexian praetor detailing the quality of the monster. Phyrexian Harvester is the first and currently the only member of a megacycle to be designed for digital. 	5/5 Phyrexian Horrors with a mana cost of four colored pips, with an evergreen ability and an ability that does something powerful when they are damaged. Each one's flavor text is that color's associated Phyrexian praetor detailing the quality of the monster. Phyrexian Harvester is the first and currently the only member of a megacycle to be designed for digital. 	
Un-Set
Player Types 	 	 	 	 	 	
Un-Set
Player Types 	Legendary Human Gamer creatures representing the Player Types. They are Acorn cards that were introduced in different Un-Sets. In particular, the psychographic profiles (Timmy/Tammy, Johnny/Jenny, and Spike) are 1/1 creatures that cost 2MM with an activated ability that has a mana value of 4.https://markrosewater.tumblr.com/post/696337224955035649/hello-mark-i-love-vorthos-but-why-is-she-a-13 	Legendary Human Gamer creatures representing the Player Types. They are Acorn cards that were introduced in different Un-Sets. In particular, the psychographic profiles (Timmy/Tammy, Johnny/Jenny, and Spike) are 1/1 creatures that cost 2MM with an activated ability that has a mana value of 4.https://markrosewater.tumblr.com/post/696337224955035649/hello-mark-i-love-vorthos-but-why-is-she-a-13 	Legendary Human Gamer creatures representing the Player Types. They are Acorn cards that were introduced in different Un-Sets. In particular, the psychographic profiles (Timmy/Tammy, Johnny/Jenny, and Spike) are 1/1 creatures that cost 2MM with an activated ability that has a mana value of 4.https://markrosewater.tumblr.com/post/696337224955035649/hello-mark-i-love-vorthos-but-why-is-she-a-13 	Legendary Human Gamer creatures representing the Player Types. They are Acorn cards that were introduced in different Un-Sets. In particular, the psychographic profiles (Timmy/Tammy, Johnny/Jenny, and Spike) are 1/1 creatures that cost 2MM with an activated ability that has a mana value of 4.https://markrosewater.tumblr.com/post/696337224955035649/hello-mark-i-love-vorthos-but-why-is-she-a-13 	Legendary Human Gamer creatures representing the Player Types. They are Acorn cards that were introduced in different Un-Sets. In particular, the psychographic profiles (Timmy/Tammy, Johnny/Jenny, and Spike) are 1/1 creatures that cost 2MM with an activated ability that has a mana value of 4.https://markrosewater.tumblr.com/post/696337224955035649/hello-mark-i-love-vorthos-but-why-is-she-a-13 	
Common Relentless cards 	 	 	 	 	 	
Common Relentless cards 	Five common cards with a relentless ability that allows a deck to have any number of cards with the same name, which is based on . 	Five common cards with a relentless ability that allows a deck to have any number of cards with the same name, which is based on . 	Five common cards with a relentless ability that allows a deck to have any number of cards with the same name, which is based on . 	Five common cards with a relentless ability that allows a deck to have any number of cards with the same name, which is based on . 	Five common cards with a relentless ability that allows a deck to have any number of cards with the same name, which is based on . 	
Subgame Sorceries 	 	 	 	 	 	
Subgame Sorceries 	Rare or higher sorceries that generate a subgame. is renowned as one of the strangest cards due to introducing the subgame, and due to the subgame being identical to a normal game, it resulted in extremely long games and was banned anywhere it would be legal because of it. As such, the others are Acorn cards that were introduced in subsequent Un-Sets, each with a provision to accelerate the subgame. To complete the cycle, Rosewater believes the next subgame card is likely to be blue. 	Rare or higher sorceries that generate a subgame. is renowned as one of the strangest cards due to introducing the subgame, and due to the subgame being identical to a normal game, it resulted in extremely long games and was banned anywhere it would be legal because of it. As such, the others are Acorn cards that were introduced in subsequent Un-Sets, each with a provision to accelerate the subgame. To complete the cycle, Rosewater believes the next subgame card is likely to be blue. 	Rare or higher sorceries that generate a subgame. is renowned as one of the strangest cards due to introducing the subgame, and due to the subgame being identical to a normal game, it resulted in extremely long games and was banned anywhere it would be legal because of it. As such, the others are Acorn cards that were introduced in subsequent Un-Sets, each with a provision to accelerate the subgame. To complete the cycle, Rosewater believes the next subgame card is likely to be blue. 	Rare or higher sorceries that generate a subgame. is renowned as one of the strangest cards due to introducing the subgame, and due to the subgame being identical to a normal game, it resulted in extremely long games and was banned anywhere it would be legal because of it. As such, the others are Acorn cards that were introduced in subsequent Un-Sets, each with a provision to accelerate the subgame. To complete the cycle, Rosewater believes the next subgame card is likely to be blue. 	Rare or higher sorceries that generate a subgame. is renowned as one of the strangest cards due to introducing the subgame, and due to the subgame being identical to a normal game, it resulted in extremely long games and was banned anywhere it would be legal because of it. As such, the others are Acorn cards that were introduced in subsequent Un-Sets, each with a provision to accelerate the subgame. To complete the cycle, Rosewater believes the next subgame card is likely to be blue. 	
Arch-Charms 	 	(Modern Horizons) 	 	 	(Murders at Karlov Manor) 	
Arch-Charms 	Charms that cost MMM but have powerful effects to balance out their pip requirements. 	Charms that cost MMM but have powerful effects to balance out their pip requirements. 	Charms that cost MMM but have powerful effects to balance out their pip requirements. 	Charms that cost MMM but have powerful effects to balance out their pip requirements. 	Charms that cost MMM but have powerful effects to balance out their pip requirements. 	
Tripled Common Creatures 	(Modern Horizons 2) () 	 	 	(Modern Horizons 3) () 	(Modern Horizons) () 	
Tripled Common Creatures 	Creatures that are essentially "tripled" versions of iconic common single-mana creatures from Magic's history, with their mana cost, power, toughness, and abilities all increased by a factor of three. To date, one member of the cycle has been printed in each Modern Horizons set at uncommon. 	Creatures that are essentially "tripled" versions of iconic common single-mana creatures from Magic's history, with their mana cost, power, toughness, and abilities all increased by a factor of three. To date, one member of the cycle has been printed in each Modern Horizons set at uncommon. 	Creatures that are essentially "tripled" versions of iconic common single-mana creatures from Magic's history, with their mana cost, power, toughness, and abilities all increased by a factor of three. To date, one member of the cycle has been printed in each Modern Horizons set at uncommon. 	Creatures that are essentially "tripled" versions of iconic common single-mana creatures from Magic's history, with their mana cost, power, toughness, and abilities all increased by a factor of three. To date, one member of the cycle has been printed in each Modern Horizons set at uncommon. 	Creatures that are essentially "tripled" versions of iconic common single-mana creatures from Magic's history, with their mana cost, power, toughness, and abilities all increased by a factor of three. To date, one member of the cycle has been printed in each Modern Horizons set at uncommon. 	
Nemeses 	 	(Commander 2013) 	(Commander) 	(Modern Horizons 3 Commander) 	 	
Nemeses 	Creatures that choose a player upon entry, and inflict negative effects on that player specifically. All have been printed in Commander expansions. 	Creatures that choose a player upon entry, and inflict negative effects on that player specifically. All have been printed in Commander expansions. 	Creatures that choose a player upon entry, and inflict negative effects on that player specifically. All have been printed in Commander expansions. 	Creatures that choose a player upon entry, and inflict negative effects on that player specifically. All have been printed in Commander expansions. 	Creatures that choose a player upon entry, and inflict negative effects on that player specifically. All have been printed in Commander expansions. 	
Cycle name 	Soldier 	Merfolk 	Zombie 	Goblin 	Elf 	
+1/+1 Lords 	 	 	 	 	 	
+1/+1 Lords 	Each of these rare confers other creatures of a characteristic creature subtype associated with that card's color and relevant to its name +1/+1 and, more often than not, an additional ability. The original three from Limited Edition Alpha, <c>Lord of Atlantis</c>, <c>Zombie Master</c> (not listed, gives no stat bonus), and <c>Goblin King</c> were printed with the Lord creature subtype, but this creature subtype was removed following the Grand Creature Type Update. Following a shift in focus on, and the success of, "creature subtypes matter", or "tribal", various iterations of Lords have been printed.	Each of these rare confers other creatures of a characteristic creature subtype associated with that card's color and relevant to its name +1/+1 and, more often than not, an additional ability. The original three from Limited Edition Alpha, <c>Lord of Atlantis</c>, <c>Zombie Master</c> (not listed, gives no stat bonus), and <c>Goblin King</c> were printed with the Lord creature subtype, but this creature subtype was removed following the Grand Creature Type Update. Following a shift in focus on, and the success of, "creature subtypes matter", or "tribal", various iterations of Lords have been printed.	Each of these rare confers other creatures of a characteristic creature subtype associated with that card's color and relevant to its name +1/+1 and, more often than not, an additional ability. The original three from Limited Edition Alpha, <c>Lord of Atlantis</c>, <c>Zombie Master</c> (not listed, gives no stat bonus), and <c>Goblin King</c> were printed with the Lord creature subtype, but this creature subtype was removed following the Grand Creature Type Update. Following a shift in focus on, and the success of, "creature subtypes matter", or "tribal", various iterations of Lords have been printed.	Each of these rare confers other creatures of a characteristic creature subtype associated with that card's color and relevant to its name +1/+1 and, more often than not, an additional ability. The original three from Limited Edition Alpha, <c>Lord of Atlantis</c>, <c>Zombie Master</c> (not listed, gives no stat bonus), and <c>Goblin King</c> were printed with the Lord creature subtype, but this creature subtype was removed following the Grand Creature Type Update. Following a shift in focus on, and the success of, "creature subtypes matter", or "tribal", various iterations of Lords have been printed.	Each of these rare confers other creatures of a characteristic creature subtype associated with that card's color and relevant to its name +1/+1 and, more often than not, an additional ability. The original three from Limited Edition Alpha, <c>Lord of Atlantis</c>, <c>Zombie Master</c> (not listed, gives no stat bonus), and <c>Goblin King</c> were printed with the Lord creature subtype, but this creature subtype was removed following the Grand Creature Type Update. Following a shift in focus on, and the success of, "creature subtypes matter", or "tribal", various iterations of Lords have been printed.	Each of these rare confers other creatures of a characteristic creature subtype associated with that card's color and relevant to its name +1/+1 and, more often than not, an additional ability. The original three from Limited Edition Alpha, <c>Lord of Atlantis</c>, <c>Zombie Master</c> (not listed, gives no stat bonus), and <c>Goblin King</c> were printed with the Lord creature subtype, but this creature subtype was removed following the Grand Creature Type Update. Following a shift in focus on, and the success of, "creature subtypes matter", or "tribal", various iterations of Lords have been printed.
Cycle name 	East 	North 	Center 	South 	West 	
Kodamas 	 	 	 	 	 	
Kodamas 	The Kodamas are a group of 5 legendary Spirits from Kamigawa. 	The Kodamas are a group of 5 legendary Spirits from Kamigawa. 	The Kodamas are a group of 5 legendary Spirits from Kamigawa. 	The Kodamas are a group of 5 legendary Spirits from Kamigawa. 	The Kodamas are a group of 5 legendary Spirits from Kamigawa. 	
Cycle name 	 	 	 	 	 	
Omnath 	 	 	 	 	 	
Omnath 	Omnath's Evolution. There is a possibility of a version to be included. 	Omnath's Evolution. There is a possibility of a version to be included. 	Omnath's Evolution. There is a possibility of a version to be included. 	Omnath's Evolution. There is a possibility of a version to be included. 	Omnath's Evolution. There is a possibility of a version to be included. 	
Cycle name 	or less 	 	 	or 	or greater 	
Mages 	 	 	 	 	 	
Mages 	Each of these mages is a 2/2 blue Human wizard and has as casting cost. When any of them enters the battlefield, its controller can search in their library for an artifact card with a specific converted mana cost. This cycle will be completed in future sets. 	Each of these mages is a 2/2 blue Human wizard and has as casting cost. When any of them enters the battlefield, its controller can search in their library for an artifact card with a specific converted mana cost. This cycle will be completed in future sets. 	Each of these mages is a 2/2 blue Human wizard and has as casting cost. When any of them enters the battlefield, its controller can search in their library for an artifact card with a specific converted mana cost. This cycle will be completed in future sets. 	Each of these mages is a 2/2 blue Human wizard and has as casting cost. When any of them enters the battlefield, its controller can search in their library for an artifact card with a specific converted mana cost. This cycle will be completed in future sets. 	Each of these mages is a 2/2 blue Human wizard and has as casting cost. When any of them enters the battlefield, its controller can search in their library for an artifact card with a specific converted mana cost. This cycle will be completed in future sets. 	
===Six-card mega-mega cycles===
Cycle name 	 	 	 	 	 	 	 	 	 	
Spellshaped 	 	 	 	 	 	 	 	 	 	
Spellshaped 	Creatures created by the spellshapers of Future Sight: 	Creatures created by the spellshapers of Future Sight: 	Creatures created by the spellshapers of Future Sight: 	Creatures created by the spellshapers of Future Sight: 	Creatures created by the spellshapers of Future Sight: 	Creatures created by the spellshapers of Future Sight: 	 	 	 	
Spellshaped 	 	 	 	 	 	 	 	 	 	
Cycle name 	 	 	 	 	 	 	 	 	 	
Elder Dragons	 	 	 	 	 	 	 	 	 	
Elder Dragons	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.	Six rare three colored Elder Dragons. Each of these legendary Dragons has a mana cost of MMNNOO, flying, an upkeep cost of MNO, and power/toughness of 7/7. This cycle started with the shard colors in legends and introduced a sixth with the release of Modern Horizons 2.
===Double mega-mega cycles===
Many land cycles are double mega-mega cycles that started in one set and were completed in another.
Cycle name 	 	 	 	 	 	 	 	 	 	
Pain lands 	 	 	 	 	 	 	 	 	 	
Pain lands 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since. 	Ten rare dual lands that add either one of two colors, dealing 1 damage to its user in the process, and can also add colorless mana without any drawback. The allied pain lands were printed originally in Ice Age and the enemy ones were originally printed in Apocalypse. They have been reprinted many times since.
Talismans 	 	 	 	 	 	 	 	 	 	
Talismans 	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.	Ten uncommon artifacts that resemble the pain lands mentioned above, having the same text box as them, except they are artifacts that cost 2 generic to cast. The cycle started in Mirrodin with the allied colors and was completed in Modern Horizons with the enemy colors, almost 19 years later. The artwork of <c>Pristine Talisman</c> refers to the original cycle and is the functional opposite of the talismans themselves, producing no colored mana but gaining life instead of costing life.
Check lands 	 	 	 	 	 	 	 	 	 	
Check lands 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since. 	Ten rare dual lands that enter the battlefield tapped unless the player controls a land with a basic land type that corresponds with either color the land can produce. The allied colors were originally printed in Magic 2010 and the enemy colors were originally printed two years later in Innistrad. They have been reprinted many times since.
Restless Lands 	 	 	 	 	 	 	 	 	 	
Restless Lands 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors. 	Ten rare taplands that can be animated and have an attack trigger. The cycle started in Wilds of Eldraine with the enemy colors and was completed in the next set, The Lost Caverns of Ixalan, with the allied colors.
Spells 	 	 	 	 	 	 	 	 	 	
Spells 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost. 	Each of these multicolored rare or mythic rare spells from the Ravnica blocks has in their cost.
Dual colored elder dragons	 	 	 	 	 	 	 	 	 	
Dual colored elder dragons	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively. 	Ten elder dragons representing a color pair each. Each dragon is the founder and/or leader of their groups named after themselves respectively.
Dual colored commands 	 	 	 	 	 	 	 	 	 	
Dual colored commands 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon. 	Ten rare two-colored modal spells, each has four modes and allows you to choose two of them. This cycle started with the allied colors in Dragons of Tarkir and completed with the enemy colors in Strixhaven. Each one is named after an Elder Dragon.
Bond lands 	 	 	 	 	 	 	 	 	 	
Bond lands 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends. 	Ten rare lands that produce two colors of mana and enter the battlefield tapped unless you have two or more opponents. This cycle started with the allied colors in Battlebond and completed with the enemy colors in Commander Legends.
Dual Manlands 	 	 	 	 	 	 	 	 	 	
Dual Manlands 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch. 	Ten rare lands that produce two colors of mana, enter the battlefield tapped and can become Elemental creatures. This cycle started with the allied colors in Worldwake and completed with the enemy colors in Battle for Zendikar and Oath of the Gatewatch.
Pathways 	 	 	 	 	 	 	 	 	 	
Pathways 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim. 	Ten rare dual lands that are modal double-faced cards, which allow you to choose which of the two faces you want to play, with each face adding one mana of each color. Six of them were printed in Zendikar Rising and the other four in the next set, Kaldheim.
Jumpstart hybrid legends 	<c>Inniaz, the Gale Force</c> 
---- 	<c>Kels, Fight Fixer</c> 
---- 	<c>Sethron, Hurloon General</c> 
---- () 	<c>Neyith of the Dire Hunt</c> 
---- 	<c>Emiel the Blessed</c> 
---- 	<c>Rodolf Duskbringer</c> () 	<c>Mizzix, Replica Rider</c> () 	<c>Zask, Skittering Swarmlord</c> () () 	<c>Agrus Kos, Eternal Soldier</c> () 	<c>Kenessos, Priest of Thassa</c> ()
Jumpstart hybrid legends 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana. 	Sixteen rare or mythic rare monocolored legendary creatures debuted in the physical Jumpstart sets, each of which has an ability requiring hybrid mana.
Mirran swords 	 	 	 	 	 	 	 	 	 	
Mirran swords 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle. 	Each of these rare/mythic rare Equipment costing has an equip cost of and "Equipped creature gets +2/+2 and has protection from [color 1] and from [color 2].", and an ability with two effects, one associated with each color, that is triggered whenever the equipped creature deals combat damage to a player. The colors associated with the Swords are nominally and visually alluded to. is a parody of this cycle.
Cycle name 	 	 	 	 	 	 	 	 	 	
Ultimatums 	 	 	 	 	 	 	 	 	 	
Ultimatums 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths. 	Ten rare three-colored sorceries with powerful effects and mana costs in the format MMNNNOO. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Ikoria: Lair of Behemoths.
Triple Taplands 	 	 	 	 	 	 	 	 	 	
Triple Taplands 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir. 	Ten uncommon lands that come into play tapped and can be tapped for one of three colors of mana. This cycle started with the shard colors in Shards of Alara and completed with the wedge colors in Khans of Tarkir.
Primeval Dragons 	 	 	 	 	 	 	 	 	 	
Primeval Dragons 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos. 	Ten rare three colored Dragons. Each of these legendary Dragons has a mana cost of MNO (where M is the center color and NO are either it allied or enemy colors), flying, a triggered ability with a cost of M that triggers on dealing combat damage to a player, and power/toughness of 6/6. This cycle started with the shard colors in Invasion and completed with the wedge colors in Planar Chaos.
Ascendancies 	 	 	 	 	 	 	 	 	 	
Ascendancies 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna. 	Ten rare three-colored Enchantments with powerful effects and mana costs in the format MNO. This cycle started with the wedge colors in Khans of Tarkir and completed with the shard colors in Streets of New Capenna.
Triple Tricycles 	 	 	 	 	 	 	 	 	 	
Triple Tricycles 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions. 	Ten rare lands that come into play tapped and can be tapped for one of three colors of mana or cycled for . This cycle started with the wedge colors in Ikoria: Lair of Behemoths and completed with the shard colors in Streets of New Capenna. Coincidentally, both sets debuted the second planes with a set of five tri-colored factions.
==See also==
*Cycle
*Vertical cycle
==References==
Category:Cards
Category:Magic slang