In brief:I hate this card. I am sick of seeing it. It is too powerful, too versatile, and too omnipresent in the format. Everyone and their mothers, wives, and children run this card in their Commander blue deck. It laughs at the "deck variance" talked about in the Commander philosophy document. Please get rid of it.
Longer, less emotional version of my speech:Cyclonic Rift is a card that has been legal in the format since 2012. Ever since it was first previewed, players predicted it would become a staple in Commander. And they were right. According to
EDHREC, it is the most played blue card in Commander, and the 5th most played card overall in decks where it is legal, behind
Sol Ring,
Swords to Plowshares,
Cultivate and
Izzet Signet. In fact, the card is so popular it has become a meme at this point: "oh look, a blue player with Cyclonic Rift mana open (seven or more mana)". Cyclonic Rift is also featured on the
salt list: a list of cards, chosen through the players' voting, that create negative experiences in Commander. From amongst the most played cards in Commander (commonly referred to as "staples"), it is the only card in that list.
This seems a paradox. Why are there so many players playing a card they hate?
Because the card is way too good at what it does for its mana cost.First of all, the card is outrageously versatile. It can either deal with a problematic permanent for just two mana, or get rid of your opponents' entire board for seven mana. At instant speed. Actually, it is the only mass bounce spell currently printed that can do it at instant speed without outside influence. It is often recurred from the graveyard to be cast again because, well, blue does it best. Cyclonic Rift does have one disadvantage: its overload cost is an alternative cost, which means
Snapcaster Mage and other similar effects won't work out if you desire to mass bounce your opponents' boards.
Secondly, the card is very powerful. The only other mass bounce spell that I know of with a similar effect and mana cost is
River's Rebuke. River's Rebuke is one mana cheaper, however, (1) it's a sorcery, which severely constrains when you can answer problematic boardstates, (2) only affects one opponent, which makes it less powerful in a multiplayer game (although that can actually be a bonus if one player is much farther ahead on resources than the rest of the table, opening the opportunity for other players to band together and take him down), and (3) it targets, which means it is more interactable (players can gain hexproof or switch targets to pass the ball on to someone else, for example). I think that, ever since Cyclonic Rift became legal in the format, I've seen River's Rebuke cast once or twice, not more than that. And I cannot guarantee that it wasn't just being used as a "second copy" of Cyclonic Rift. In fact, the power level difference of both spells is so vast that River's Rebuke is only used in 2% of all the blue decks according to EDHREC, while Cyclonic Rift is used in a brutal
48% of all blue decks. As for other mass bounce spells such as
Kederekt Leviathan,
Crush of Tentacles,
Wash Out, or
Devastation Tide, similarly to River's Rebuke, their presence in the format barely reaches Cyclonic Rift's feet.
Lastly, there are very few cards currently printed that can interact with an incoming Rift. There is always targeted discard and counterspells, of course, but those can deal with pretty much everything. Then, there are specific corner cases such as
Aetherling or the newly printed
Sudden Substitution. The best answers to Rift are probably permanents with powerful abilities that trigger when they enter the battlefield, such as
Agent of Treachery, that you can use again when bounced back to your hand. But these kinds of permanents come with their own set of controversies because they promote repeatable gameplay in the form of recursion and flicker effects that can maximize their abilities.
Deadeye Navigator is often asked to be banned for this reason.
If these reasons are not enough to convince you that this Cyclonic Rift is harming the health and variance of the format, then let's take the criteria from the new Commander's Philosophy Document and see if the card fits in.
Cause severe resource imbalances: YES.
Allow players to win out of nowhere: YES.
Prevent players from contributing to the game in a meaningful way: NO.
Cause other players to feel they must play certain cards, even though they are also problematic: YES. Although side note: I don't think "spell creatures" are problematic for the format. It's only when a deck starts getting packed with them that inevitably the deck's strategy will lead towards abusing and recurring such creatures, which inevitably leads to repetitive gameplay patterns.
Are very difficult for other players to interact with, especially if doing so requires dedicated, narrow responses when deck-building: YES.
Interact poorly with the multiplayer nature of the format or the specific rules of Commander: NO.
Lead to repetitive game play: YES.
That's five positives and two negatives. Now, I guess it's debatable if this is a "good" enough score for a card to be banned. For me, personally, it is.
I wanted to finish this topic with two important questions: when was the last time you were genuinely happy to see this card played across the table? When was the last time this card created memorable games? Long are the
years I've found Cyclonic Rift to be an interesting card. Now, I've gotten to the point that the card is just so everywhere that it only draws sighs and other negative thoughts from me.