Last updated on January 30, 2025
Archivist of Oghma | Illustration by Stella Spente
Drawing a card is one of the most powerful upsides any Magic card can have. Youโll have a smoother path to victory if you have more resources than your opponents, particularly cards to play.
Thereโs just nothing quite like drawing more cards, and white has a lot of spells with that and other effects.
But which cards are the best? What bonus effects can they get you? How can you get the best out of them? Letโs get started.
#44. Splitskin Doll
For 2 mana and with another creature with power 2 or less in play, you get to draw a card, but I like being able to run this creature in a reanimator or madness deck that can maximize its discard ability.
#43. Helpful Hunter
Helpful Hunter is a simple and effective 2-mana creature that gives you a card when it enters the battlefield without any strings attached to it. It fits exceptionally well in blink decks with commanders like Lagrella, the Magpie or Yorion, Sky Nomad.
#42. Spirited Companion
Spirited Companion is another cheap cantrip. This is a simple 2-drop enchantment creature that draws a card when it enters the โfield. Itโs a useful common since it counts as an enchantment for decks that care and is great sacrifice fodder for others.
#41. Priest of Ancient Lore
Priest of Ancient Lore is one of those cards that sees heavy use in Limited, but little else. Even so, lifegain decks arenโt the only ones that could use a 3-mana 2/1 that draws a card and gains you 1 life.
Itโs weak on its own when it comes to Constructed, but it has a spot in white lifegain decks. Especially non-competitive ones.
#40. Inspiring Overseer
Inspiring Overseer is basically Priest of Ancient Lore with flying. It came out shortly after the set that the Priest was in, and it was shocking to see a better version of the best white common terrorize players in Draft.
Flying helps make Inspiring Overseer better, and the fact that itโs an angel makes it a great 3-drop in some decks.
#39. Revitalize
Revitalize doesnโt see much play outside of the sideboard and white control decks. Itโs a great cantrip, and the 3 life often makes a difference against burn or aggro matchups. Overall I find this card disappointing since I know whatโs to come laterโฆ.
#38. Sunset Revelry
Sunset Revelry is the best worst card to come out of Midnight Hunt. It requires your opponent to have more cards than you to be a cantrip, but itโs solid value if you can hit all three modes.
But thatโs the problem. You probably have creatures or other dead cards in your hand if youโre behind on board. You usually only get two out of three of the possible outcomes, which isnโt ideal.
#37. Abeyance
Abeyance is a 2-mana instant that locks a targeted opponent from playing instants or sorceries or paying for activated abilities. Itโs a unique stax piece that can basically shut down combo or spells decks for a turn. Thatโs sweet, but donโt forget that card draw!
#36. Four Knocks
Four Knocks is a very enchantment card thatโll provide you with a card at the beginning of your first main phases. With enough investment, you can bypass the vanishing downside if you pair it with proliferate cards or counter doublers.
#35. Wedding Ring
Wedding Ring is a cute single-person-hug artifact that gives you and another player some unique bonuses. When one player gains life or draws a card, so does the other.
Iโve always found this to be an interesting card because its theme and ability strictly benefit two players despite being a card made for Commander. It helps the group hug player make deals in critical situations, but it's also an overall nice midway between group hug and politics.
#34. Battle Angels of Tyr
I give Battle Angels of Tyr much more respect as a threat and card draw engine after suffering a personal beatdown from it in Commander. It can draw its controller up to three cards, create tons of Treasure tokens, and even gain that player a bunch of life.
This is a super potent threat that's not to be underestimated. The card draw makes it great and should launch its controller ahead of everyone else in most situations.
#33. Bennie Bracks, Zoologist
Bennie Bracks, Zoologist is a 4-mana elf druid that lets you draw a card at each end step if youโve created a token of any kind that turn. White is one of the most prominent token-creating colors so this is an auto-include in any white-based token deck that can reliably trigger this ability.
Drawing cards is the gameโs best resource, so getting some as a by-product of your deckโs main mechanic is great. Convoke is also a nice touch that's worth looking at.
#32. Master of Ceremonies
Master of Ceremonies is a group hug creature that benefits you more than anyone else. I like the group hug strategy overall, but one problem is that your deck often draws into more group hug pieces without actually getting ahead.
Those decks are fine with that since they're often built to win that way, but cards that give the pilot a slight edge like this are refreshing.
#31. Wall of Omens
Simply put, Wall of Omens is one of the better white creatures ever created. Itโs a superb early defender at 4 toughness, and the card draw helps slower white decks accumulate the resources they need to pull ahead in the midgame and close out during the late game.
Donโt underestimate this card in Commander or any Limited format.
#30. Halo Fountain
Halo Fountain is a 3-mana artifact from Streets of New Capenna that creates tokens, draws cards, and even offers an alternative win condition. Itโs a great card draw engine in token decks that have plenty of creatures to tap, and it gives you a card in exchange for .
The win condition aspect is a little clunky, but the ability to trade two mana for a card carries this artifact and proves its importance in creature-based white decks.
#29. Welcoming Vampire
Welcoming Vampire is a 3-drop 2/3 flier that gives you up to one card per turn whenever a creature with power 2 or less enters the battlefield under your control. Itโs your classic card draw engine in white weenie decks, and it works particularly well with Wedding Announcement.
#28. Mentor of the Meek
Mentor of the Meek is also a white weenie card draw engine. Itโs superb in decks that can go wide quickly because it doesnโt limit the number of cards you can draw, unlike Welcoming Vampire.
#27. Bygone Bishop
Bygone Bishop investigates whenever you cast a creature spell with mana value 3 or less. This is undoubtedly one of the more powerful cards weโve seen so far. Itโs great for white weenie decks that love any chance to draw cards and even has great stats as a 2/3 flier for 3.
#26. Secret Rendezvous
Secret Rendezvous is a powerful card for two players. It draws you and a target opponent three cards each. Hear me out before hopping into the comments.
Three cards sound like a lot to give an opponent, but there are ways to get around that. You could choose somebody who isnโt a threat and likely couldnโt seriously impact the game. Or you could choose an opponent that youโre definitely going to kill that turn.
Meanwhile, stax pieces like Narset, Parter of Veils, and Alms Collector turn this into a net-positive card.
#25. Wedding Announcement / Wedding Festivity
Wedding Announcement is a 3-mana enchantment that buffs your creatures by +1/+1, but its pre-transformation phase draws you a card whenever you attack with two or more creatures. Itโs quite strong and is excellent in white weenie EDH decks that go wide.
#24. Mangara, the Diplomat
Mangara, the Diplomat is a great blocker as a 2/4 lifelinker that gives you a card whenever an opponent casts a second spell or uses two or more creatures to attack you or a planeswalker you control. It generates way more cards than you know what to do with if it sticks around.
#23. Dawn of Hope
Dawn of Hope is a 2-mana enchantment that works as a card draw engine for lifelink decks. Being able to generate a 1/1 lifelinker for and be a lifegain payoff is huge.
Card advantage over your opponents offers more options and flexibility and can even win you the game. Lifelink decks can use this enchantment to that end, but it also strengthens another key resource: your life total.
#22. Court of Grace
Court of Grace is a little like Palace Jailer on a stick, but it generates fliers instead of exiling a creature. The bonus if youโre the monarch is that youโll be making a 4/4 flier every turn instead of a 1/1.
An extra card and a 4/4 every turn is basically unbeatable. If youโre playing against a fair deck and manage to untap with this as the monarch then itโs probably GGs for the sucker across the table.
#21. Trouble in Pairs
Hatebear decks love Trouble in Pairs as itโs a card that keeps games in a โfairโ state and prevents them from taking extra turns. But more importantly, itโll let you draw a card under unfavorable conditions when opponents draw their second card, or cast a second spell, or attack you with at least two creatures.
#20. Aerial Extortionist
Aerial Extortionist is a great card, especially in more interactive or multiplayer games, thanks to its two useful abilities. The first triggers when it enters the battlefield or deals combat damage to a player, allowing you to exile up to one nonland permanent. The owner can recast it, but it's temporarily out of play, which can be a significant tempo setback for your opponent. Additionally, you get to draw cards whenever your opponents cast spells from anywhere other than their hand, giving you a lot of value while disrupting their plans.
#19. Tempt with Bunnies
Tempt with Bunnies is a card that becomes more powerful when more of your opponents accept the offer. You gain extra value by drawing cards and flooding the battlefield with rabbits.
#18. Rumor Gatherer
Rumor Gatherer exceeds my expectations quite a bit. It gives you consistent value with a scry 1 every time a creature ETB's under your control, and the second time that happens in a turn, you get to draw a card! If you can get a double creature alliance trigger even some of the time, then this is for you.
#17. Beza, the Bounding Spring
Beza, the Bounding Spring is a flicker deck's favorite way to catch up. Only one opponent needs to have more cards than you so it's OK to leave that control player for last. You only need one opponent in green for the Treasure token to essentially reduce this elementalโs cost to 3.
#16. Caretaker's Talent
In a token-themed deck, Bloomburrowโs Caretaker's Talent can serve as a powerful engine to give you extra cards. Eventually, it becomes a win condition on its own by giving a potent boost to your token creatures.
#15. Tocasia's Welcome
As with cards like The Great Henge, one of the strongest effects decks can have is drawing cards whenever creatures enter the battlefield. While Tocasia's Welcome is far from being our mighty green artifact, it can still provide you with enough card draw through the course of a game to justify running it, especially if you use creatures with flash like Cathar Commando that can be played on your opponentโs turn to draw a card.
#14. Enduring Innocence
An improved version of Tocasia's Welcome has to be Duskmournโs Enduring Innocence: Itโs resilient to removal, and it can pressure your opponentโs life, too.
#13. Mesa Enchantress
Mesa Enchantress is an excellent source of card draw, even if you're not playing a dedicated enchantments deck. White decks typically have far more than the average number of enchantments, regardless of strategy, and Mesa Enchantress helps you keep the action going. If you are playing enchantments, however, then you're in for a hell of a ride.
#12. Puresteel Paladin
Puresteel Paladin bounces off of being a prominent card in Modern from time to time. Itโs one of the crucial pieces in the Hammer Time decks. It also refreshes your hand by turning your equipment into cantrips and negating their equip costs.
And hitting three artifacts is easy. Esper Sentinel is one, Urza's Saga can fetch a second, and the equipment is the third. This card is great for multiple reasons, but the card draw is something you shouldnโt overlook.
#11. Palace Jailer
Palace Jailer is a great 1-of in 80-card Yorion death & taxes decks because itโs one of the easiest ways to become the monarch in Magic. A second card per turn is wildly powerful and can lead to victory since the added cards and resources canโt be matched by opponents.
#10. Scout's Warning
Scout's Warning is a 1-mana white instant that gives your next creature spell flash and draws you a card. This card offers sweet tech in mono-white hate bears decks, even if a lot of hate bears already have flash.
Scout's Warning leads to surprising plays by letting you give flash to other hate cards like Elesh Norn, Grand Cenobite and Thalia, Heretic Cathar.
#9. Stone Haven Outfitter
Stone Haven Outfitter is a 2-mana 2/2 that draws you a card whenever an equipped creature dies. Itโs mostly going to be played in equipment Voltron decks but requires your creature to die to get value out of it.
The +1/+1 to equipped creatures is a nice bonus. Maybe it would see better use in decks that go wide with tokens and use equipment as a side theme instead of in Voltron decks?
#8. Pearl-Ear, Imperial Advisor
I like how Pearl-Ear, Imperial Advisor gives you card advantage and helps you cast other auras for less since they'll all have affinity for auras. It can be used as a white commander or a helpful card in modified-themed decks focusing on auras.
#7. Alms Collector
Alms Collector is another white creature with flash. It intercepts your opponent from drawing multiple cards, and you each draw one instead. Itโs a little more niche, but it triggers much more often than you think. It even completely punishes certain blue spells like Brainstorm.
#6. Sram, Senior Edificer
More often than not, youโll see Sram, Senior Edificer in enchantress decks along with Kor Spiritdancer to generate card advantage and often build a Voltron creature to win the game. Aside from this, you can also play Sram in equipment or vehicle-themed decks.
#5. Kor Spiritdancer
Kor Spiritdancer is a cheap white creature that gets bigger for each aura attached to it while also turning every aura you cast into a cantrip. This is one of the best bodies in Voltron or other aura-based Commander decks for obvious reasons.
Having your buffs be card-neutral keeps your hand full and your interaction at the ready, and you wonโt stall out if your big tough creature gets zapped.
#4. Reprieve
Reprieve is our white Remand, but itโs slightly better in the sense that you can bypass creatures that canโt be countered, like Toski, Bearer of Secrets. Reprieve just returns spells to their ownerโs hand. Of course, you get to draw a card at the end.
Smuggler's Share is a 3-mana white enchantment that helps make up for the card and mana advantage your opponents might gain over you. It draws you cards if there's a difference and has a similar effect for mana in the form of Treasure tokens.
I love this card. Itโs a great piece in any group hug deck that helps give you the advantage instead of offering everyone an equal share of the pie. Its effect is also powerful enough to warrant play in other white Commander decks.
#2. Archivist of Oghma
Archivist of Oghma is a piece of white card draw that triggers whenever an opponent searches their library. It gives you 1 life on top of the card.
I really like this creature. Flash is a strong and necessary selling point for me, and the relatively easy-to-pay mana value makes it very flexible in differing white Commander decks.
#1. Esper Sentinel
Esper Sentinel is sometimes referred to as โRhystic Buddyโ as an homage to its similar effect to the infamous blue enchantment Rhystic Study, itself one of the strongest enchantments in Commander. This little artifact draws you some serious cards and is often overlooked by a lot of players hoping to cast spells on-curve. Youโll be wildly ahead of the competition even if just two or three instances happen where players allow you to draw since youโve already gotten a pseudo-Ancestral Recall off it.
This card is good in weenie decks, artifact decksโฆ hell, itโs good in just about any deck that plays white!
Best Card Draw Payoffs
Youโll draw plenty of cards in just about every game of Magic. There are a few payoffs to drawing cards available to white, so artifact cards are also included here. Though not exactly a payoff, Venser's Journal is a great card to play if youโre in a lifegain deck, or in conjunction with Dawn of Hope.
Are There Any White Cards That Allow Me to Draw Cards When My Creatures Die?
Yes, there are a handful of white cards that draw you cards when your creatures die, though they all have conditions like being equipped, having a +1/+1 counter, or costing .
Do Any White Cards Allow Me to Draw Cards When Opponents Gain Life?
No white cards draw you cards when opponents gain life. Wedding Ring comes really close though.
Are There Any White Cards That Let Me Draw Cards When My Opponents Cast Spells?
Yes, the white cards that draw you cards when your opponent casts spells cover the full range of โonly use in special casesโ to โformat staple.โ The best such card is Esper Sentinel, which requires opponents to pay mana to cast noncreature spells or you'll draw you a card. This 1-drop quickly became a staple in white Commander decks.
Are There Any White Enchantments That Offer Ongoing Card Advantage?
Yes, white has several enchantments with ongoing card advantage; some trigger on simply playing creatures, and others require you to attack. The more complex ones require specific actions or conditions.
Wrap Up
Esper Sentinel | Illustration by Eric Deschamps
White certainly has plenty of card draw at its disposal, so donโt let us blue players get you down with our better and more efficient cantrips!
What did you think of these rankings? Did they inspire you to go wide with mono-white weenie, or are you just looking for a few early ways to keep your hand full in your next white EDH deck? Let me know your thoughts in the comments below or come chat about it in the official Draftsim Discord.
Until next time, stay safe and stay healthy!
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2 Comments
No Trouble in Pairs ? Seems like a huge overlook
This one’s in the queue for an update and Trouble in Pairs is on the list of must-adds!
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