collections_bookmark Part of Commander Legends: Battle for Baldur's Gate
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
637
Decks Running
364
Median Cast Turn
3
Drawn → Played
83%
Format

Sea of Clouds appears in 20% of tracked multiplayer Commander decks on Playgroup Live, and 83% of drawn copies reach the battlefield, median first-cast turn 3.

Sea of Clouds is a Azorius (white-blue) dual land that enters untapped in any multiplayer Commander game, making it a near-automatic include for any deck that can run it. Playgroup Live tracks it in 20% of eligible decks across 584 multiplayer games, with 364 of 1789 tracked decks sleeving it up.

The practical picture is clean: players who draw it cast it 83% of the time, and once it resolves, it stays on the battlefield 92% of the time through end of game. Median first cast lands on turn 3, reflecting the typical pattern of playing it early as part of a regular land drop. The largest single contributor accounts for 6% of all tracked instances, and 298 distinct players have brought it to a recorded game, so the dataset is well-spread across the player base.

Like all "Battlebond lands," Sea of Clouds is designed specifically for multiplayer pods. In a duel it enters tapped, which is a real cost. Its Commander-legal, Legacy-legal status keeps it widely accessible, and the concentration of its top commanders in blue-white and three-color blue-white-X shells confirms it is filling a straightforward mana-fixing role across a broad slice of the format.

At a glance
  • 20% of tracked multiplayer Commander decks include Sea of Clouds
  • 83% of drawn copies are cast before the game ends
  • T3 median first-cast turn
  • 92% battlefield stickiness once it resolves
  • 298 distinct players have brought it to a tracked game, a well-spread sample
  • 29% draw rate across participations where the card was in the deck

First-cast turn

n=155
20%
T1
19%
T2
15%
T3
11%
T4
7%
T5
22%
T6-9
6%
T10+
Median 3 P25 2 · P75 6 · max 19
Cast same turn as drawn 61%

The "good card" funnel

638 brought · 298 players
Brought to game
638
Ever drawn
186
Reached battlefield
155
Still on board at game end
143
83%

Of 638 copies brought to multiplayer games, 186 were drawn, 155 of those were cast, and the large majority remained on the battlefield through end of game.

≥ -11.0pp

Players who cast this card win 24% of the time (n=155) , vs 27% when it never left the library (n=409).

When players drew this card but left it in hand, they won 31% (n=31) — 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 -3.6pp; 95% confidence interval -11.0pp to +3.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

204 instances
2.9%
Library
70.1%
Battlefield
12.3%
Graveyard
4.4%
Exile

The vast majority of Sea of Clouds copies that reach the battlefield stay there, consistent with lands being difficult to remove. Most copies that never leave the library simply were not drawn in a 100-card singleton deck.

Commanders that played this card

in tracked games

The commander list skews strongly toward blue-white and blue-white-X shells, confirming Sea of Clouds fills a mana-fixing role across a wide but color-bound slice of the format rather than concentrating in any single archetype.

Frequently Asked

How often is Sea of Clouds drawn in a Commander game?
Across participations where Sea of Clouds was in the deck, it was drawn 29% of the time. That rate is typical for a singleton land in a 100-card deck. Of the 186 instances that reached a player's hand, 83% were cast before the game concluded. The median turn in hand before being played is 0, meaning most players put it down the same turn they draw it.
What turn does Sea of Clouds usually hit the battlefield?
Median first-cast turn is 3, with the distribution clustering in the early turns. The mode in the dataset falls on turn 2, and a notable share land on turn 1 via opening-hand keeps. That early curve reflects players prioritizing it as a clean untapped dual land drop. A long tail extends to later turns when it is drawn mid-game.
Does casting Sea of Clouds correlate with winning?
In 155 participations where Sea of Clouds reached the battlefield, the cast win rate is 24%, compared to 27% in participations where it stayed in the library. The difference is a directional signal only. The sample sizes are reasonable but the confidence interval overlaps zero, so treat this as early evidence rather than a definitive claim.
Is Sea of Clouds legal in Commander?
Yes. Sea of Clouds is legal in Commander, Legacy, Vintage, Duel Commander, and Oathbreaker. It is not legal in Modern, Pioneer, Standard, Pauper, or Brawl. In Commander it is unrestricted, making it a straightforward auto-include for any blue-white or blue-white-X deck.
Why is Sea of Clouds so good in Commander but weaker in Duel Commander?
Sea of Clouds enters untapped only when you have two or more opponents. In a four-player Commander pod that condition is always met on turn 1. In Duel Commander (a 1v1 format) you start with only one opponent, so the land enters tapped every game. That is a significant cost in a faster format, which is reflected in Duel Commander's lower inclusion rate relative to the multiplayer figure.
Which commanders most commonly run Sea of Clouds?
Across tracked multiplayer games, the top commanders sleeving Sea of Clouds are spread across blue-white and blue-white-X color identities, with Ms. Bumbleflower leading by deck count. The distribution is healthy: 298 distinct players have brought it to a game, and the single highest-volume contributor accounts for only 6% of all tracked instances. That spread gives the data reasonable breadth.