collections_bookmark Part of Commander Legends: Battle for Baldur's Gate auto_awesome #3 in Azorius Commander Staples
Sea of Clouds card art
Live Play Data

Sea of Clouds

Land · Commander Legends: Battle for Baldur's Gate (CLB)
20%
Live Inclusion
Times Brought
1049
Decks Running
555
Median Cast Turn
3.0
Drawn → Played
81%
Format

Sea of Clouds appears in 20% of tracked Commander decks and, when drawn, reaches the battlefield 81% of the time, with a median first-play turn of 3.0.

Sea of Clouds earns its slot in any White-Blue deck: 20% of tracked multiplayer Commander decks in the Playgroup Live dataset include it, and drawn copies hit the battlefield 81% of the time. Median first play is turn 3.0, which is early enough to set up a smooth mana curve.

The card's core appeal is straightforward. It enters untapped in any multiplayer game with two or more opponents, which covers the overwhelming majority of Commander pods. That makes it a functional dual land in virtually every game where it sees play. 93% of cast copies survive to end of game, a sign that opponents treat it as a low-priority target once it resolves.

Sea of Clouds sits at the intersection of White and Blue color identity, making it a staple pick for the format's densest commander cluster. The top commanders by raw deck count span Esper, Azorius, and four-color strategies that include both White and Blue, consistent with the land's role as a near-universal fixing piece in that color space.

At a glance
  • 20% of tracked multiplayer Commander decks include Sea of Clouds
  • 81% of drawn copies reach the battlefield before the game ends
  • T3.0 median first-play turn across observed games
  • 93% battlefield stickiness once the land is played
  • 438 distinct players have brought Sea of Clouds to a tracked game
  • 62% of drawn copies are played the same turn they're drawn

First-cast turn

n=240
22%
T1
18%
T2
13%
T3
10%
T4
6%
T5
25%
T6-9
6%
T10+
Median 3.0 P25 2 · P75 6 · max 19
Cast same turn as drawn 62%

The "good card" funnel

1050 brought · 438 players
Brought to game
1050
Ever drawn
295
Reached battlefield
240
Still on board at game end
222
81%

Of 1050 Sea of Clouds brought to games, 295 were drawn, and 240 of those were played, a draw-to-play rate that is among the higher values seen for non-zero-cost cards in the dataset.

≥ -5.0pp

Players who cast this card win 27% of the time (n=236) , vs 26% when it never left the library (n=668).

When players drew this card but left it in hand, they won 41% (n=54) — 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 +1.1pp; 95% confidence interval -5.0pp to +7.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

322 instances
3.4%
Library
68.9%
Battlefield
12.7%
Graveyard
3.1%
Exile

Most Sea of Clouds copies finish the game on the battlefield, a sharp contrast to the typical singleton that never leaves the library. Lands played early tend to stay in play, and the stickiness stat bears that out.

Commanders that played this card

in tracked games

The commander list spans Azorius, Esper, Bant, and four-color strategies, with no single archetype dominating. Sea of Clouds is a generic dual land pickup rather than an archetype-specific inclusion.

Frequently Asked

How often is Sea of Clouds drawn in a Commander game?
Across 969 tracked multiplayer games where Sea of Clouds was in the deck, it was drawn 28% of the time. That rate is consistent with a singleton in a 100-card deck. Of 295 instances that reached a player's hand, 81% were played before the game ended. The remainder reflects mostly late-game draws where the game concluded before the land could be put into play.
What turn does Sea of Clouds typically get played?
Median first-play turn is 3.0, with the mode at turn 1, meaning the single most common outcome is drawing it in the opening hand and dropping it immediately. The distribution is front-loaded: a large cluster of plays land in turns 1-3, with the rest spread across the mid and late game. 62% of drawn copies are played on the same turn they're drawn, which reflects how little reason there is to hold a land once you have it.
Is Sea of Clouds legal in Commander?
Yes. Sea of Clouds is legal and unrestricted in Commander, as well as in Legacy, Vintage, Oathbreaker, and Duel Commander. It is not legal in Modern, Pioneer, Standard, Brawl, or Pauper. Its design specifically references having two or more opponents, so it was built with multiplayer formats like Commander in mind.
Does casting Sea of Clouds correlate with winning?
In 236 participations where Sea of Clouds was cast, the win rate was 27%. In 668 participations where it remained in the library unseen, the win rate was 26%. The gap between these two buckets is very small, which is expected for a fixing land. Mana fixing improves consistency but is not a direct win condition, so a near-flat delta is a healthy sign rather than a concerning one. Both sample sizes are large enough to treat this as a reliable directional read.
How concentrated is the Sea of Clouds data among a few players?
The dataset is well-spread. 438 distinct players have brought Sea of Clouds to a tracked game, and the single heaviest contributor accounts for only 4%% of all instances. That breadth adds confidence to the aggregate numbers: the stats reflect a wide cross-section of play styles and deck archetypes rather than the habits of a small group.
Which commanders most commonly pair with Sea of Clouds?
The top commanders by raw deck count in the multiplayer dataset include Y'shtola, Night's Blessed, Ms. Bumbleflower, Oloro, Ageless Ascetic, and Arcades, the Strategist. All share Blue and White in their color identity, which is a hard requirement for running Sea of Clouds. The spread across Azorius, Esper, Bant, and four-color commanders confirms the land is not locked to one archetype but is a generic inclusion wherever White and Blue mana are both needed.