Rules of 2 and 5;
No more than 2 minions on the board, unless you can realistically place 5 or more.
If it's 2 minions, make sure they can do at least 5 damage between them. More is great, less isn't going to keep up with hero power and the 'filler' damage.
If 5 or more, make sure they can do at least 2 damage, so that you can clean up whatever is left, as odds are anything that's survived a UTH combo won't have more than 3hp.
That's the strong point. Mainly, though, playing Cycle, my biggest problems come from being forced to play my combos or pieces of my combos early. It's easy to put on the observer bias and call it bs, but unless you've gone through the frustration of feebly banging on a Control Warriors armor every round, Dying to fatigue facing a priest that's just outlasted you, or sent waves of dogs into stoneclaw totems, just to get lava burst'd in the face, well, you just don't get it.
It is a powerful deck. And it's power comes from the fact that it's a huge box of answers, and we need our opponent to ask the right questions. Otherwise we're sitting with a hand full of Hunter's Marks with nothing higher than 1hp to use them on, or 3+ minions with 4hp or more that make multi-shot worthless (Although it's already pretty worthless), or a whole list of things that can trip it up.
Easy to remember the times that a Hunter has 'won more' finishing the round off with a Leeroy to the face, but odds are, that was the only point in the match he would've had a chance to win. For what little comfort that might provide.