Seachrome Coast
77% of drawn Seachrome Coasts are played before the game ends, and 95% of those stay on the battlefield, making it one of the stickiest dual lands tracked on Playgroup Live.
Seachrome Coast earns its slot in Azorius and multicolor decks by entering untapped in the early turns when it matters most. Across 488 tracked multiplayer Commander games, 77% of drawn copies reached the battlefield, and the median first-cast turn lands on turn 3.0.
The land is in 259 of the 3957 distinct decks tracked on Playgroup Live, an 7% inclusion rate. That figure reflects its color-identity constraint: only White-Blue decks can run it, so the pool of eligible decks is a fraction of the full dataset. Within that eligible slice, Seachrome Coast is a consistent pick wherever fast, untapped mana matters. The data is well-spread across 243 unique players, with no single contributor accounting for more than 95% of observations, lending the numbers reasonable credibility.
The fastland mechanic, entering untapped only when you control two or fewer other lands, makes it strongest in decks with streamlined mana bases and low curves. That explains its concentration among tempo-oriented and synergy-driven Azorius commanders rather than battlecruiser builds.
- 7% of tracked Commander decks include Seachrome Coast
- 77% of drawn copies reach the battlefield before the game ends
- T3.0 median turn Seachrome Coast is first played
- 95% battlefield stickiness once the land resolves
- 243 unique players have brought Seachrome Coast to a tracked game
- 30% win rate in games where Seachrome Coast hit the battlefield
First-cast turn
n=106The "good card" funnel
508 brought · 243 playersOf 508 Seachrome Coasts brought to multiplayer games, 138 were drawn, 106 of those were played, and the vast majority remained on the battlefield through the end of the game.
Players who cast this card win 30% of the time (n=103) , vs 22% when it never left the library (n=321).
When players drew this card but left it in hand, they won 44% (n=28) — 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 +8.2pp; 95% confidence interval -0.9pp to +17.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
150 instancesThe overwhelming majority of Seachrome Coasts never leave the library across tracked games, which is expected for a singleton land in a 100-card deck. Of the observed copies, nearly all that resolved stayed on the battlefield through end of game.
Commanders that played this card
in tracked games-
1
Ms. Bumbleflower
78 decks
-
2
Zinnia, Valley's Voice
41 decks
-
3
Mendicant Core, Guidelight
8 decks
-
4
Hope Estheim
7 decks
-
5
Atraxa, Praetors' Voice
5 decks
-
6
Shorikai, Genesis Engine
5 decks
-
7
Y'shtola, Night's Blessed
5 decks
-
8
Arcades, the Strategist
3 decks
-
9
Brago, King Eternal
3 decks
-
10
Galadriel, Light of Valinor
3 decks
Ms. Bumbleflower and Zinnia, Valley's Voice account for the largest shares of Seachrome Coast decks by a wide margin, but the list fans out across a dozen distinct White-Blue and multicolor commanders, showing broad adoption rather than a single-archetype spike.