Most instructions take one cycle. The ones that don't, disconcertingly, have the results available immediately and then deduct cycles. I don't know if this will be fixed later or not. https://twitter.com/#!/notch/status/187449161216573441
As far as I can tell, I think the cycle count is intended to model the cost of cycles against your 100KHz budget. I'm not sure I think it's worth the complexity.
Given that Notch seems to want to continuously operate one or more virtual CPUs for every user, if it were me, I'd favor making the execution model as simple and cheap as possible.
If it's supposed to take 3 clock cycles to execute an instruction, then it's "unfair/unrealistic" to really activate the laser cannon instantly, and then make the processor wait 3 clock cycles before it begins to execute the next instruction.
It'd be "more fair/realistic" if it took 3 clock cycles, and THEN the memory was overwritten.
Note: this is debating the timing of a 100 kHz simulated processor, within a game... so, the discussion is kind of inherently pedantic. =)