Cycling tiny issue
I was playing a "demon" deck and casted an Archfiend that had CYCLING. There was supposed to be a single point of damage done to the opponents creatures... it did not happen. Small flaw... tiny detail... but effects game play. If you have just 20 lands in your deck it will give you an exact amount of land till a certain turn number... if you have 22-23 lands... it draws different. Not how many... but "when"... turn 5 and still no land... even 20 land in 60 cards is a 1/3 math average. Seems a little off from classic "normal" magic shuffle draws. Close and "not bad" but limiting and forces you to build the deck by the "statistics" and "number crunch" not the ability or card effects. I tried to help the game with a all rat deck with exactly 20 lands and all 2 casting cost cards. No high casting cards to force a slow start and effect the draw... and you should be able to get 4 land down and cast 2 rats on the 4th turn. To cross reference the algorithm/numbers with this... red fast decks... mostly single casting creatures, so you cast one the first turn, 2 more creatures on the second turn and have an Embercleave for the third turn... the game does not like to give you this easy combo... forces high casting cost cards or lack of mana to have it not go off. Game balance by "denial"... it's a little off, close.. but off.

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Rezzahan#77802 commented
No, you have to have the Archfiend of Ifnir on the field and THEN cycle or discard ANOTHER card to give all your opponent's creatures a -1/-1 counter. Simply playing the Archfiend does not suffice.