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Seachrome Coast card art
Live Play Data

Seachrome Coast

Land · Phyrexia: All Will Be One (ONE)
7%
Live Inclusion
Times Brought
508
Decks Running
259
Median Cast Turn
3.0
Drawn → Played
77%
Format

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.

At a glance
  • 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=106
27%
T1
20%
T2
12%
T3
3%
T4
8%
T5
23%
T6-9
8%
T10+
Median 3.0 P25 1 · P75 6 · max 14
Cast same turn as drawn 66%

The "good card" funnel

508 brought · 243 players
Brought to game
508
Ever drawn
138
Reached battlefield
106
Still on board at game end
101
77%

Of 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.

≥ -0.9pp

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 instances
2.0%
Library
67.3%
Battlefield
16.0%
Graveyard
3.3%
Exile

The 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

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.

Card text
Seachrome Coast card

Seachrome Coast

Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {W} or {U}.
Phyrexia: All Will Be One (ONE) · Rare · Illustrated by Mauricio Calle

Frequently Asked

How often is Seachrome Coast drawn in a Commander game?
In 488 tracked multiplayer games where Seachrome Coast was in the deck, it was drawn 27% of the time. That is a normal draw rate for a land in a 100-card singleton deck. Of the 138 instances that reached a hand, 77% were played before the game ended. The median first-cast turn is 3.0, with the mode landing on turn 1, reflecting how often it appears in opening hands and gets slammed immediately.
Does playing Seachrome Coast correlate with winning?
In games where Seachrome Coast reached the battlefield, the normalized win rate is 30% across 103 participations. In games where it stayed in the library the whole time, the rate is 22% across 321 participations, a delta of +8.2 percentage points. The sample size is meaningful but not enormous, so treat this as a directional signal: casting Seachrome Coast correlates with better-than-baseline outcomes, consistent with it functioning as intended early mana fixing.
Why does Seachrome Coast sometimes enter tapped?
Seachrome Coast enters untapped only if you control two or fewer other lands when it enters. Past the early turns, most players have crossed that threshold, so late-game copies enter tapped. This is reflected in the cast distribution: a cluster of early plays on turns 1 and 2, and a long tail stretching to turn 14 in the tracked data. Those late casts are the ones most likely to come in tapped, reducing the land's immediate impact.
What commanders run Seachrome Coast most often?
Ms. Bumbleflower and Zinnia, Valley's Voice lead the top-commanders list by raw deck count in the Playgroup Live dataset. Both are multicolor commanders that include White and Blue, the only two colors Seachrome Coast can produce. The spread across commanders is broad: the list covers Azorius, Bant, Jeskai, and four-color strategies, suggesting Seachrome Coast slots into any White-Blue shell that wants fast, low-commitment dual land mana.
Is Seachrome Coast legal in Commander?
Yes. Seachrome Coast is legal in Commander (and also in Modern, Pioneer, Legacy, Vintage, Historic, and several other formats). It is not legal in Standard, Pauper, or Pauper Commander, primarily due to rarity restrictions. In Commander, there are no restrictions on it.
How reliable is the Seachrome Coast data on Playgroup Live?
The concentration numbers are encouraging. 243 distinct players have brought Seachrome Coast to a tracked game, and no single player dominates the sample. The multiplayer dataset covers 488 games and 508 instances brought, with 150 meaningfully observed. That said, the overall inclusion rate is modest and the eligible color-identity pool is narrower than all-color staples, so treat trends as directional early signals rather than definitive benchmarks.