collections_bookmark Part of Lorwyn Eclipsed auto_awesome #10 in Izzet Commander Staples
Steam Vents card art
Live Play Data

Steam Vents

Land — Island Mountain · Star Trek (TRK)
33%
Live Inclusion
Times Brought
2702
Decks Running
1296
Median Cast Turn
3.0
Drawn → Played
78%
Format

Steam Vents appears in 33% of tracked Commander decks, and 78% of drawn copies are played before the game ends, with a median first-play turn of 3.0.

Steam Vents is the Izzet dual land of choice across Playgroup Live's tracked Commander games. It sits in 1296 of the 3954 distinct decks that have seen live play, an 33% inclusion rate that reflects how reliably blue-red and multicolor strategies prioritize untapped dual lands.

The most telling number is draw-to-play: 78% of drawn copies reach the battlefield before the game ends. Lands are almost always played the turn they are drawn, and Steam Vents is no exception. The median first-play turn is 3.0, with the mode at turn 1, showing a strong opening-hand cluster. The 56% same-turn play rate confirms players rarely sit on it.

Steam Vents is legal in every major competitive format, from Standard to Legacy to Commander. Its presence in five-color commander lists such as The Ur-Dragon and Ashling, the Limitless alongside pure Izzet commanders like Tony Stark and Vivi Ornitier shows how broadly its fixing is valued. The concentration data is healthy: 945 distinct players have brought it to tracked games, with no single contributor dominating the sample.

At a glance
  • 33% of tracked Commander decks include Steam Vents
  • 78% of drawn copies are played before the game ends
  • T3.0 median first-play turn, with a strong turn-1 cluster from opening hands
  • 92% battlefield stickiness once played
  • 945 distinct players have contributed Steam Vents data, a well-spread sample

First-cast turn

n=638
25%
T1
15%
T2
11%
T3
13%
T4
12%
T5
21%
T6-9
3%
T10+
Median 3.0 P25 2 · P75 5 · max 13
Cast same turn as drawn 56%

The "good card" funnel

2708 brought · 945 players
Brought to game
2708
Ever drawn
818
Reached battlefield
638
Still on board at game end
587
78%

Of 2708 Steam Vents brought to tracked games, 818 were drawn and 638 of those were played, with the vast majority remaining on the battlefield through the end of the game.

≥ -0.7pp

Players who cast this card win 29% of the time (n=602) , vs 26% when it never left the library (n=1639).

When players drew this card but left it in hand, they won 34% (n=167) — 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 +3.1pp; 95% confidence interval -0.7pp to +6.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

887 instances
2.4%
Library
66.2%
Battlefield
13.0%
Graveyard
4.6%
Exile

Most Steam Vents copies end games on the battlefield rather than in the library, a pattern driven by its land status: once played it stays in play and is almost never bounced or destroyed permanently.

Commanders that played this card

in tracked games

The top-commander list spans pure Izzet two-color builds, Grixis and other three-color shells, and five-color commanders, showing Steam Vents earns its slot wherever blue and red intersect.

Frequently Asked

How often is Steam Vents drawn in a Commander game?
Across 2332 tracked games where Steam Vents was in the deck, it was drawn 30% of the time. That draw rate is typical for a singleton in a 100-card deck. Of those 818 drawn instances, 78% were played before the game ended, which is high and consistent with how players treat fixing lands: play them as soon as they appear.
What turn does Steam Vents usually enter the battlefield?
The median first-play turn is 3.0, and the mode is turn 1, meaning opening-hand copies get played immediately. The 25th percentile is turn 1 and the 75th percentile is turn 5, so half of all plays cluster in that window. The 56% same-turn play rate reinforces that players almost never hold it beyond the turn they draw it.
Is Steam Vents legal in Commander?
Yes. Steam Vents is legal and unrestricted in Commander, as well as in Standard, Pioneer, Modern, Legacy, Vintage, Historic, and most other constructed formats. It is not legal in Pauper or Pauper Commander, because it is a rare. There are no bans to note.
Which commanders most commonly run Steam Vents?
The top commanders by raw deck count in the tracked dataset are The Ur-Dragon, Tony Stark, Vivi Ornitier, and Flubs, the Fool. This spread covers pure Izzet ({R}{U}) commanders, three-color commanders that include blue and red, and five-color commanders that need all shock lands for consistent mana. Steam Vents is not narrowly concentrated in any one archetype.
Does playing Steam Vents correlate with winning?
In 602 participations where Steam Vents reached the battlefield, the win rate was 29%. In 1639 participations where it remained in the library, the win rate was 26%. The raw delta is +3.1 percentage points, but the confidence interval on the multiplayer data crosses zero, so treat this as directional rather than conclusive. Steam Vents is fixing infrastructure; its value is in enabling other cards rather than generating a measurable independent win-rate signal.
How concentrated is the Steam Vents data across players?
945 distinct players have brought Steam Vents to at least one tracked game, and the single heaviest contributor accounts for only 30% of total instances. That is a well-spread sample by any reasonable standard, which adds confidence to the directional trends visible in the data. No single player or playgroup is skewing the numbers.