
“Wait…what color is my permanent?”
Hello all!! Welcome back to I Need Mana, your source for weird and unique EDH Commanders from Magic’s history. This week we’re exploring Mono-Blue with the ultimate cephalid herself, Llawan, Cephalid Empress. Cephalids may have fallen off in popularity (at least in Wizards eyes), the last time they were really powerful was several years ago in Legacy with a deck called Cephalid Breakfast, a deck that used Cephalid Illusionist and en-Kor creatures to infinitely mill itself into it’s combo pieces. But we’re not running Cepahlid Breakfast here! We’re using Llawan and cycling cards to make a deck I’m calling Blue Bicycle.
This deck, wow, I’m excited to talk about this deck. If you’ve never come across Llawan before, she’s a pretty unique commander. She keeps our opponents from casting blue spells, and she bounces blue creatures back to our opponent’s hands. This means if we have a way to control the color of our opponent’s creatures we can bounce all of and prevent them from ever attacking again. This card is historically busted with a certain Painter’s Servant. Painter’s Servant makes all permanents and all cards in all players decks blue. So our opponents essentially just can’t cast creature spells anymore. This two-card combo, while really effective, is a little old school and even a bit too mean-spirited for me. Today we’re looking at an ultra-budget version ($80 bucks at the most!) of the popularized cycling decks that have been floating around lately, usually helmed by Gavi or Golos. What our deck seeks to do is exploit Llawan’s bounce and control ability paired by pairing her with the advantage of cycle cards, in particular the card Escape Protocol. Escape Protocol makes it so that whenever we cycle, we can also flicker Llawan, and whenever we flicker Llawan we get to bounce blue creatures our opponent’s control back to their hands. This means, if we pair Llawan with some sweet color control effects, we should be able to ride this little blue cycle all the way to victory!
Deck Breakdown (You can also find the full decklist HERE)
Cycling Cards: 39

- Cloud of Faeries
- Curator of Mysteries
- Hollow One
- Keeneye Aven
- Pendrell Drake
- Primoc Escapee
- River Serpent
- Sandbar Merfolk
- Shimmerscale Drake
- Striped Riverwinder
- Vizier of Tumbling Sands
- Windcaller Aven
- Boon of the Wish-Giver
- Floodwaters
- Nimble Obstructionist
- Censor
- Choking Tethers
- Complicate
- Constricting Tendrils
- Countervailing Winds
- Frostveil Ambush
- Hampering Snare
- Hieroglyphic Illumination
- Imaginary Threats
- Miscalculation
- Neutralize
- Rebuild
- Rescind
- Spell Snip
- Startling Development
- Lay Claim
- Ominous Seas
- Shark Typhoon
- Mage’s Guile
- Ash Barrens
- Blasted Landscape
- Desert of the Mindful
- Lonely Sandbar
- Remote Isle
First up, let’s talk about cycling cards, highlighting some specific and valuable ones, as well as discussing the reasoning behind our number. We’re running a LOT of cycling cards (and you thought we were running a lot of ramp in the Glissa deck). We’re going with 39 because it almost guarantees that whenever we cycle a card, we’ll hit another cycle card. Almost half of our deck cycles, or has something to do with cycling, and we also run cards that help us draw even more cards of those cycles. Given that we don’t stumble, or have terrible luck, we almost have a 50/50 chance that every card we draw will cycle. Now, we don’t want to start running too many more because then we won’t ever hit other cards that we need, like tutors, interaction, etc. So 39% is where we landed. Our best cyclers are either One colorless mana, or Two colorless mana. This is because with cards like Fluctuator we can make sure that we’re never spending mana to cycle, and also have some open to flicker our Llawan, or any other threat we may have. These are cards like Miscalculation, Countervailing Winds, and Imaginary Threats. The cyclers that aren’t One or Two colorless generally have an ability, or can, though we usually want to avoid it, be cast as some form of interaction. These are cards like Hieroglyphic Illumination, Censor, and Nimble Obstructionist. You’ll notice, that even though not all of them are great spells, the ones we mentioned could be cast if it came down to it. You generally want to avoid cyclers that are just creatures, because we aren’t playing any kind of reanimation game. We want spells and cheap cyclers, this guarantees we always have a play or a way to flicker our payoffs.
Cycling Payoffs: 9

- Ominous Seas
- Drake Haven
- Teferi’s Ageless Insight
- Curator of Mysteries
- Fluctuator
- New Perspectives
- Sphinx Mindbreaker
- Manic Scribe
- Cunning Survivor
Speaking of Payoffs! Llawan isn’t the only card we want to flicker with our Escape Protocol cards. We’re also running Sphinx Mindbreaker and Manic Scribe. Both of these cards mill “each” opponent whenever they enter the battlefield(Manic Scribe eventually triggering during each player’s upkeep), and are our primary ways of winning once we’ve gotten our cycling enablers online. Sphinx Mindbreaker hits every opponent for 10 cards when it etbs, so we only need 9 maximum bounces with it to mill our opponents out. If we’re struggling to get there with the mill route, we have Ominous Seas and Drake Haven as alternative ways to amass a threatening board state, all while keeping our opponent’s creatures at bay with Llawan. Eventually, we’ll have enough 8/8s and 2/2s to kill our opponents one by one. Cunning Survivor makes an appearance as well, just as another threat to guarantee some damage gets through on our turn, so long as we’re cycling. Another reason we’ve gone with cycling is it gives us a way to make the new Teferi’s Ageless Insight absolutely insane for us. Once we get Fluctuator and/or New Perspectives going each cycle is free, and each draw is doubled by Ageless Insight. So long as we have one of our payoffs in play we should have no trouble out grinding our opponents with card advantage. Speaking of Fluctuator and New Perspectives, I can’t overstate how important these cards are for the deck. We’ll discuss how we guarantee having these cards a little later, but for now, bear in mind you’re always going to be looking for an opening hand that either has these cards or has a way to get these cards.
Bounce/Flicker: 4

We’ve talked at length about Escape Protocol, but only having one source of flicker isn’t really going to cut it in our deck. Here I’ve included several other options you can use to bounce you Llawan and your mill creatures to get the effects. Thassa, Deep-Dwelling is the runner up for second best, it triggers on your end-step, and it is indestructible, where our Escape Protocol is easily destroyed with any kind of permanent removal. Conjurer’s Closet is a close runner up, and can be grabbed with our artifact tutors if we don’t have Thassa or Escape Protocol. The main drawback to these cards are we can’t control the flicker, so if our opponent goes to kill Llawan, we’re out of luck. A consideration for some flicker spells could be had, but I don’t want to dilute the deck too much. Llawan herself is a mass bounce spell in our command zone, so long as all our opponents control blue creatures (which we’ll cover in a bit).
Color Control: 6

Here’s where things get a lil complex. If we just ran cycling cards, and no way to take advantage of our commander’s abilities, Llawan wouldn’t be our ideal candidate for this style of deck. As it is, we’re running several recurrable spells that either a) change the color of a permanent or spell, or b) changes the text of a specific color permanently. Let’s break down each effect and why we want them. Effects that change the color of a permanent like Shifting Skye, which is all permanents, and Indigo Faerie, which hits one permanent until the end of turn, are useful so we can make more use out of Llawan’s bounce effect. If we play Shifting Sky, name blue, and either play or flicker our Llawan, just like that we’ve created a one sided Evacuation. This same thing can be achieved with Indigo Faerie and Distorting Lens, only a little slower. I like Distorting Lens in this deck because it is a cheap artifact that requires no mana to activate and can be tutored with our various blue artifact tutors. The second category of color control is changing the instances of color words on spells and permanents. The card Swirl the Mists changes every instance of a color word to a different color. This is particularly useful with Llawan because if we use these cards to change her text to read “return all ‘Black’ or ‘Green’ creatures your opponents control to their hands” we’ve effectively locked our opponents out from playing their creature spells, until we so choose to change the color word to something else. While this can get difficult to manage, these cards give us variance and flexibility with where our commander is concerned. And they are especially useful when talking about our next section:
Control: 4

So we can now change the text of permanents to specific colors. What do we do now? Enter Chill and Douse. With any of our color spells we can change Chill to tax whatever color that is most vexing us. If it isn’t red, we simply play Glamerdye during our opponent’s upkeep, and tax whatever color they happen to be on. Glamerdye also has retrace, so as long as we have a land at our disposal we can continuously use this effect. Douse is another enchantment that specifically says counter target “red” spell, but so long as we have color-changing abilities, or we’re getting them back, we can now counter whatever color spell we choose at any time. If we’re ever backed into an awkward position by a permanent we can’t really deal with, or if we need to take the biggest threat on board and make it our own, Crystalline Resonance is here to answer it all. A clone effect that triggers whenever we cycle is a pretty sweet deal, and it hits any permanent! I think this is kind of versatility that makes the cycle theme worth it, and it keeps us protected if our mass bounces keep getting shut off.
Recursion/Non-Cycling Advantage: 5

Since we’re going to be discarding a lot of cards to all our cycling abilities, we’re going to want to run cards that give us access to the spells in our graveyard. Scholar of the Ages (could also be Archaeomancer if you want something cheaper) guarantees us two spells, usually cycling spells, that allow us to keep digging through our deck. Scholar’s ability is on ETB as well, so we can play her, get back cycling cards, cycle, flicker her with Escape Protocol, and keep the chain going. It’s such a sweet synergy and makes it hard for our deck to fizzle once we have her in play. Abandoned Sarcophagus might seem like an absurd card in our deck, but it’s honestly a bit of trap. A lot of our cycling spells aren’t great as cast spells, but there’ no sense in not having access to them if we can. Sometimes you might want to cast a Miscalculation on something, and if it’s in your graveyard with Sarcophagus in play YOU CAN! I think it’s great to have the options available to you, so it gets a spot. Academy Ruins protects our artifacts from being removed permanently–this feels really bad, so we have to find whatever ways to protect ourselves from this that we can. The other two cards, Sol Ring and Brainstorm, are just too good not to play. Brainstorm is cheap and can set up our draws, and while we don’t need a lot of acceleration mana wise, sol ring is cheap enough that we can run it. I don’t like running a lot of mana rocks in a deck like this because it actually pollutes our draws, and keeps us from getting to our cyclers. We have to make choice between mana rocks and color control, and color control effects are better for us.
Tutor: 7

- Drift of Phantasms
- Muddle the Mixture
- Tribute Mage
- Vedalken Aethermage
- Fabricate
- Whir of Invention
- Long-Term Plans
Our deck needs several key pieces to function at 100%: We want our Fluctuator, we want our Escape Protocol, and we want our color changers. This can definitely be a lot of pieces to have to track down. Luckily, mono-blue has plenty of ways to grab whatever tools we need out of our deck. Drift of Phantasms and Muddle the Mixture are great tutors, their transmute ability allows us to grab any card that shares a converted mana cost with them. In Muddle’s case this means Fluctuator, Escape Protocol, Chill, Indigo Faerie, and in Drift’s this means Abandoned Sarcophagus, Shifting Skye, and Douse. In fact, I didn’t even name everything these cards can be exchanged for because it’s honestly quite a lot. Our deck has a toolbox quality to it that I think makes it very versatile, even with it being single colored. With additional artifact-specific tutors like Tribute Mage, Fabricate, and Whir of Invention we shouldn’t have any problem completing the puzzle that is our deck. Once we’ve gotten our blinkers and our cycler enablers, we’re going to need to get ahold of our game ender cards. Long-Term Plans is our only sure-fire way of grabbing cards like Sphinx Mindbreaker or Scholar of Ages, but we’re digging so deep with our cycling that it shouldn’t take long to hit them. Also, cards like Long-Term Plans, with the drawback of placing the card third from the top, just isn’t really a drawback for our deck when we’re drawing a bunch of cards every turn.
Lands: 34

- 26 Island
- Academy Ruins
- Ash Barrens
- Blasted Landscape
- Castle Vantress
- Desert of the Mindful
- Glacial Chasm
- Lonely Sandbar
- Remote Isle
- Scavenger Grounds
35 mana sources, 5 of which can be cycled. Some utility lands worth mentioning here: Academy Ruins is a key land for this deck. We really need our Fluctuator effect and our bounce effects, so look for Academy Ruins to help you rebuild if they get hit with targeted removal. Castle Vantress allowing us to scry before we start cycling gives us a lot of control over our draws, not to mention if we ever needed to we could manipulate this land with Cloud of Faeries and Vizier of Tumbling Sands to get multiple looks. And, as always, I’m packing Scavenger Grounds as our graveyard hate. This deck used to run even less lands, but I started to feel the tax of our mana hungry abilities, so I decided to up it to 35. You really want to try and mitigate the flood with this deck, as they don’t do you any good when you’re trying to draw through your deck.
End Step!

I really enjoy using Blue in my lists, but rarely have I built Mono-Blue, so this was a bit of a challenge for me. This past week has been crazy with Zendikar Rising spoilers and Mythic Invitational, all of them begging for my attention (I’ve been itching to start brewing with the new commanders all week!). Still, distractions aside, I’m happy with where this deck ended up. I think it’s a great casual deck, at super-budget level, and avoids some of the crazy un-fun synergies of Painter’s Servant+ Llawan = your opponents are deadlocked out of the game. That’s not to say you won’t get some stares for sitting down with Llawan. You’ll just have to assure them Painter’s Servant isn’t in the deck (unless it IS in the deck, in which case Godspeed to you!)
With Mono-Blue taken care of, it means we only have one more color to check off our list! Join me next week where we explore the world of swamps with Mono-Black!
As always, you can follow me on Twitter @HampTheHuman for all my brewing updates, and weird musings!
Thanks for reading!! Cheers!!












