Cycloids are meant to be a big part of the game
I kinda figured that, and tried to work on an EvO macro with cycloids, but it doesn't really work unless you sacrifice your infantry. Air+Cycloid is what I'm going against chaos(doesn't work always), but against order you need a tank. But if you want to include charrogs, you have to maintain an army of airs, water, fires and earths, which is practically impossible. And, CJ, about the blind gate...this has been mentioned a billion times, nothing can be done with the blind gate. I went to the extent of hiding an infernos just behind the blind gate against a turtling opponent and using both spells , meteor strike first(non-ranked ofc), but they saw the spells easily.
Working on something like: Cast, Then another button for self cast.
That would be really useful since cycloids are tough to micro if you have too many, but EvC and blind gate are 2 things which need serious attention. Rebuffing fires(atleast the range), and fixing something bout cycloids are other issues. Cycloids have some issue too. I can't quite put my finger on it, but even against chaos, when I have complete advantage with towerspawn, cycloids can be kited and one reap can probably lead to the death of one cycloid (if its used at the right time). Thats 750 gold 100 mana down by 400 gold 400 mana per whatever reaps reload time is. And if the enemy is at their base with a marrow and CD, you cannot even take out the marrowkai with your airs.