auto_awesome #22 in Blue Commander Staples
Sea Gate Restoration // Sea Gate, Reborn card art
Live Play Data

Sea Gate Restoration // Sea Gate, Reborn

Sorcery // Land · Zendikar Rising (ZNR)
4%
Live Inclusion
Times Brought
657
Decks Running
327
Median Cast Turn
7
Drawn → Played
59%
Format

4% of tracked Commander decks run Sea Gate Restoration, and when a copy hits the battlefield, the caster wins 38% of the time compared to 28% when the card stays buried in the library.

Sea Gate Restoration sits in 4% of the 8419 Commander decks tracked on Playgroup Live. Its double life as a land backs every blue deck that wants a late-game refuel without sacrificing a deck slot to a dead draw early on.

The modal split matters for reading its numbers. When the sorcery face resolves, the caster wins 38% of the time against a baseline of 28% for decks where the card never surfaced. That +10.3-point directional lift is encouraging, though the confidence interval on a sample this size means we should call it an early signal rather than a settled fact. The median first cast lands on turn 7, reflecting how players hold the card until they are ready to empty their hand into a fresh grip.

The commander spread is broad. 283 distinct players have brought Sea Gate Restoration to a tracked game, and no single player accounts for more than 3% of all instances. That breadth suggests the card is genuinely widespread in blue shells rather than carried by one prolific player's results.

At a glance
  • 4% of tracked Commander decks include Sea Gate Restoration
  • T7 median first-cast turn for the sorcery face
  • 59% of drawn copies were cast before the game ended
  • 38% win rate in games where the sorcery face resolved
  • 283 distinct players have brought this card to a tracked game
  • +10.3pp directional win-rate lift when cast versus never touched

First-cast turn

n=105
7%
T1
1%
T2
2%
T3
9%
T4
10%
T5
59%
T6-9
12%
T10+
Median 7 P25 5 · P75 8 · max 13
On curve 65% (21 / 105 cast on T7) Cast same turn as drawn 54%

The "good card" funnel

657 brought · 283 players
Brought to game
657
Ever drawn
179
Reached battlefield
105
Still on board at game end
42
59%

Of 657 copies brought to games, 179 were drawn, 105 of those resolved as spells, and a portion stayed on the battlefield as a land through end of game, a chain that reflects both faces of the modal card seeing real use.

≥ +0.6pp

Players who cast this card win 38% of the time (n=97) , vs 28% when it never left the library (n=419).

When players drew this card but left it in hand, they won 37% (n=69) — 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 +10.3pp; 95% confidence interval +0.6pp to +19.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

195 instances
6.2%
Library
21.5%
Battlefield
35.4%
Graveyard
6.2%
Exile

Most Sea Gate Restoration copies finish in the graveyard after the sorcery resolves or on the battlefield as a land, with only a small fraction ending the game still in the library, which reflects how reliably the card sees play when drawn.

Commanders that played this card

in tracked games

The commander list spans blue-black, blue-red, blue-green, and mono-blue shells, with 283 distinct players contributing, showing the card is spread across the broader blue Commander meta rather than concentrated in a single archetype.

Card text
Sea Gate Restoration // Sea Gate, Reborn card Sea Gate Restoration // Sea Gate, Reborn back face

Sea Gate Restoration

{4} {U} {U} {U}
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.

Sea Gate, Reborn

Land
As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {U}.
Zendikar Rising (ZNR) · Mythic · Illustrated by Adam Paquette

Frequently Asked

How often is Sea Gate Restoration drawn in a Commander game?
Across 633 tracked games where the card was in the deck, it was drawn 27% of the time. That figure is consistent with a singleton in a 100-card deck that players are not actively tutoring for. Of the 179 copies that reached a hand, 59% were cast before the game concluded. The remainder were mostly stranded by game end rather than held by choice.
What turn does Sea Gate Restoration typically resolve?
Median first-cast turn is 7, with the distribution skewing toward turns 6 through 8. That timing reflects the card's 6-mana cost as a sorcery. Roughly 65% of casts landed on curve, while a meaningful portion resolved early thanks to ramp. Players who cast it early were almost certainly cheating it in with mana acceleration.
Is Sea Gate Restoration legal in Commander?
Yes. Sea Gate Restoration // Sea Gate, Reborn is legal in Commander with no restrictions. It is also legal in Legacy, Modern, Pioneer, Vintage, Historic, Timeless, Duel Commander, and Gladiator. It is not legal in Standard, Pauper, or Pauper Commander.
Does casting Sea Gate Restoration actually improve your win rate?
In 97 tracked participations where the sorcery face resolved, the caster won 38% of games. In 419 participations where the card never left the library, the win rate was 28%. That is a +10.3-point difference in the directional sense. The confidence interval crosses zero on this sample, so treat it as a consistent early signal rather than a proven edge.
Which commanders most commonly run Sea Gate Restoration?
Yuriko, the Tiger's Shadow leads the tracked commander list, followed by Gandalf, Party Guest and Namor the Sub-Mariner. The card's blue color identity makes it playable in any mono-blue or blue-inclusive shell. Its strongest adoption by inclusion rate appears among draw-heavy and hand-size commanders that reward refueling at a full grip.
Why does Sea Gate Restoration fit Commander better than other formats?
The card's modal design is the key. When played as a land it is never a dead draw, which reduces the risk of running a 6-mana sorcery in a singleton format. Commander games also run longer and generate more mana than most 60-card formats, giving players realistic windows to cast the sorcery face and refill a depleted hand mid-game. The combination of card advantage and guaranteed land utility earns it a consistent spot in blue control and value decks.