Deserted Beach
14% of tracked Commander decks run Deserted Beach. When drawn, 81% of copies reach the battlefield, and once played, it sticks 97% of the time through end of game.
Deserted Beach is a Azorius (white-blue) dual land that enters untapped once you control two or more other lands, making it a reliable mid-to-late opener that fits cleanly into any blue-white or three-color shell touching those colors. Across 555 tracked multiplayer Commander games on Playgroup Live, it appears in 306 of 2246 distinct decks, for an inclusion rate of 14%.
The standout figure is conversion: drawn copies reach the battlefield 81% of the time, one of the higher draw-to-play rates you will see for a land. Median first cast lands on turn 4.0, consistent with players dropping it as soon as it comes off the top rather than holding it. Stickiness is 97%, expected for a basic-type replacement land that opponents rarely bother removing. The data is well-spread: 279 distinct players have brought this card to a tracked game, and the single heaviest contributor accounts for just 3% of all instances, so no individual's collection is skewing the signal.
Deserted Beach fits the broader pattern of "slow dual lands" (sometimes called "slow fetches" or "Pathway alternatives") that have become a budget-accessible entry point into dual-land fixing. It sees heaviest play in Azorius and Esper commanders where white and blue are the primary colors, and turns up less often in five-color or mono-color shells where its conditional untap clause matters less.
- 14% of tracked Commander decks include Deserted Beach
- 81% of drawn copies reach the battlefield before the game ends
- T4.0 median first-cast turn across observed games
- 97% battlefield stickiness once played
- 279 distinct players have brought this card to a tracked game
- 306 decks running Deserted Beach in the Playgroup Live dataset
First-cast turn
n=136The "good card" funnel
584 brought · 279 playersOf 584 copies brought to games, 168 were drawn, 136 of those reached the battlefield, and nearly all stayed there through end of game.
Players who cast this card win 32% of the time (n=132) , vs 22% when it never left the library (n=361).
When players drew this card but left it in hand, they won 30% (n=30) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +10.7pp; 95% confidence interval +2.5pp to +19.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
189 instancesThe vast majority of Deserted Beach copies finish the game on the battlefield, a direct reflection of how rarely opponents spend removal on a land and how reliably it resolves once cast.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
14 decks
-
2
Ms. Bumbleflower
12 decks
-
3
The Tenth Doctor
11 decks
-
4
Hope Estheim
8 decks
-
5
Jin Sakai, Ghost of Tsushima
8 decks
-
6
Arcades, the Strategist
7 decks
-
7
Niko, Light of Hope
7 decks
-
8
Shorikai, Genesis Engine
7 decks
-
9
Mendicant Core, Guidelight
6 decks
-
10
Oloro, Ageless Ascetic
6 decks
The commander distribution skews toward Azorius and Esper builds, confirming that Deserted Beach earns its slot most often in decks where both white and blue mana are essential rather than incidental.