Mechanic Rundown

That's part of it, but it has to do with mechanics as a whole. Let's give a quick mechanic break down:

Great Mechanics:

Cycling; this is the holy grail of mechanics. Not only can you play it in any deck, without caring about whether or not you have other cycling cards, but it's a powerful mechanic that isn't absurdly power or forces drastic cost increases. Eternal Dragon was reasonably costed at his time, even if he didn't have Cycling, but Cycling also didn't make him broken, it just made him a bit better.

More so, you can build around Cycling if you wanted to as it's not only a decent mechanic but can be used as an engine for decks like Crypt or Open the Vaults where you're using Cycling as a main theme to power cards that aren't directly created to make Cycling better (as in Slide). So in short it adds a lot to the game without taking anything away.

Dredge: It's a bit more restrictive than Cycling because of how much stronger it can be, but it still interacts with mechanics like Flashback, can be built around, or simply used as a stand alone card. You also don't need to use it in a Dredge deck, because as long as it's reasonably costed it adds to the card and there are cards you'd play regardless if they had Dredge.

I could play Modlervine Cloak and Call of the Herd in so many different decks without having to depend on one card or the other, but both cards made each other better.

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Good Mechanics:

Flash Back: Good mechanic that goes into any deck, but stands above the other good mechanics simply because of how it can be costed in order for it to interact with other mechanics and deck types. In short things like Therapy and Dread Return makes it a bit better than other Good mechanics. It's also nice with Looter abilities.

Scry/Wither/Kicker/etc: Strong mechanics that go on any card really (Wither is the tricky one but in theory it can go on an enchantment/artifact if needed) and don't force your deck in one direction or the other. However, unlike the great mechanics you can't really figure out innovative ways to abuse them and combo them out unless there are cards printed to specifically support them (example; Rumbling Aftershocks).

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Ok-ish Mechanics:

Metal Craft/Landfall/etc: People will argue this but in all honesty while these mechanics are restrictive you can still play them without too much worry. Almost all decks play Lands so Landfall isn't too terribly restrictive and can do various things, but it does promote a certain kind of deck and requires things like Fetches to be printed.

Metalcraft is worse than Landfall but all of the cards are still playable on their own and you have room for things like Galvanic Blast which is an ok spell that sometimes does something more. As in, it's Shock plus something, instead of "these cards can't be played unless you're supporting heavy artifacts".

Affinity: It's borderline bad because it requires you to play heavy artifacts or your spells are overcosted usually, however it doesn't always force you into artifacts as some spells aren't "useless" if you're not in artifacts... Frogmite is still a Grey Ogre in reality as Shadowmourne shows us that 1 coloured symbol equals roughly 2 colourless, so 4 for a 2/2 is kind of like 2R for a 2/2.

However, this is where we see a problem showing up, the mechanic is starting to be so specific that it will almost always either be overpowered or underpowerd. Remember now, a good or bad mechanic is different than a strong or week mechanic in terms of play. Being bad "for" Standard isn't the same as being bad "in" Standard. Clearly with Affinity we saw such a strong push in the form of Artifact lands that the mechanic was busted in half, but when you removed artifact lands it became "ok" at best.

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Bad Mechanics:

Infect: This mechanic is the very definition of being restrictive and is in fact a good mechanic subsidising a bad mechanic, that was made worse.

It forces you to play Infect, without really allowing you to play the cards easily as stand alone. Sure you can use Phyrexian Crusader as a blocker in UB but that's because of the card itself and Infect only serves to make it worse where Wither would make it better.

The mechanic forces other mechanics and cards to be printed in the set that almost specifically support it. Proliferate isn't a very strong mechanic and is mostly around because of Infect, however, even then people don't like using it for Infect but rather for other cards that use counters (Walkers, Ascensions, Etc).

And finally we will either see Infect never being good enough, or being too good (as in the case of Affinity), in the future simply because of how much support it requires to make it playable in the first place.

So in short, it adds nothing to the game, restricts how you build decks greatly, doesn't interact with any other mechanic aside from ones created to specifically support it, and can be replaced by other mechanics in the long run. If anything the mechanic is used to make cards weaker, as in the case of Phyrexian Crusader who would be so much stronger if he only had the Wither part, to the extent that he could be a little too strong almost, but instead he has Infect and turns into a sub-par card.
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