Sea of Clouds
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.
- 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=240The "good card" funnel
1050 brought · 438 playersOf 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.
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 instancesMost 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-
1
Y'shtola, Night's Blessed
23 decks
-
2
Ms. Bumbleflower
20 decks
-
3
Oloro, Ageless Ascetic
17 decks
-
4
Jin Sakai, Ghost of Tsushima
16 decks
-
5
Arcades, the Strategist
14 decks
-
6
Marneus Calgar
13 decks
-
7
Atraxa, Praetors' Voice
11 decks
-
8
Helga, Skittish Seer
10 decks
-
9
Hope Estheim
10 decks
-
10
Kratos, Stoic Father
10 decks
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.