Last updated on January 30, 2025

Archivist of Oghma - Illustration by Stella Spente

Archivist of Oghma | Illustration by Stella Spente

Drawing a card is one of the most powerful upsides any Magic card can have. Youโ€™ll have a smoother path to victory if you have more resources than your opponents, particularly cards to play.

Thereโ€™s 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? Letโ€™s get started.

#44. Splitskin Doll

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

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

Spirited Companion is another cheap cantrip. This is a simple 2-drop enchantment creature that draws a card when it enters the โ€˜field. Itโ€™s 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

Priest of Ancient Lore is one of those cards that sees heavy use in Limited, but little else. Even so, lifegain decks arenโ€™t the only ones that could use a 3-mana 2/1 that draws a card and gains you 1 life.

Itโ€™s 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

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 itโ€™s an angel makes it a great 3-drop in some decks.

#39. Revitalize

Revitalize

Revitalize doesnโ€™t see much play outside of the sideboard and white control decks. Itโ€™s 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 whatโ€™s to come laterโ€ฆ.

#38. Sunset Revelry

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 itโ€™s solid value if you can hit all three modes.

But thatโ€™s the problem. You probably have creatures or other dead cards in your hand if youโ€™re behind on board. You usually only get two out of three of the possible outcomes, which isnโ€™t ideal.

#37. Abeyance

Abeyance

Abeyance is a 2-mana instant that locks a targeted opponent from playing instants or sorceries or paying for activated abilities. Itโ€™s a unique stax piece that can basically shut down combo or spells decks for a turn. Thatโ€™s sweet, but donโ€™t forget that card draw!

#36. Four Knocks

Four Knocks

Four Knocks is a very enchantment card thatโ€™ll 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

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.

Iโ€™ve 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

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

Bennie Bracks, Zoologist is a 4-mana elf druid that lets you draw a card at each end step if youโ€™ve 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 gameโ€™s best resource, so getting some as a by-product of your deckโ€™s main mechanic is great. Convoke is also a nice touch that's worth looking at.

#32. Master of Ceremonies

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

Wall of Omens

Simply put, Wall of Omens is one of the better white creatures ever created. Itโ€™s 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.

Donโ€™t underestimate this card in Commander or any Limited format.

#30. Halo Fountain

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. Itโ€™s 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

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. Itโ€™s 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

Mentor of the Meek is also a white weenie card draw engine. Itโ€™s superb in decks that can go wide quickly because it doesnโ€™t limit the number of cards you can draw, unlike Welcoming Vampire.

#27. Bygone Bishop

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 weโ€™ve seen so far. Itโ€™s 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

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 isnโ€™t a threat and likely couldnโ€™t seriously impact the game. Or you could choose an opponent that youโ€™re 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 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. Itโ€™s quite strong and is excellent in white weenie EDH decks that go wide.

#24. Mangara, the Diplomat

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

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

Court of Grace is a little like Palace Jailer on a stick, but it generates fliers instead of exiling a creature. The bonus if youโ€™re the monarch is that youโ€™ll 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 youโ€™re playing against a fair deck and manage to untap with this as the monarch then itโ€™s probably GGs for the sucker across the table.

#21. Trouble in Pairs

Trouble in Pairs

Hatebear decks love Trouble in Pairs as itโ€™s a card that keeps games in a โ€œfairโ€ state and prevents them from taking extra turns. But more importantly, itโ€™ll 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

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

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

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

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 elementalโ€˜s cost to 3.

#16. Caretaker's Talent

Caretaker's Talent

In a token-themed deck, Bloomburrowโ€˜s 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

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 opponentโ€™s turn to draw a card.

#14. Enduring Innocence

Enduring Innocence

An improved version of Tocasia's Welcome has to be Duskmournโ€˜s Enduring Innocence: Itโ€™s resilient to removal, and it can pressure your opponentโ€™s life, too.

#13. Mesa Enchantress

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

Puresteel Paladin bounces off of being a prominent card in Modern from time to time. Itโ€™s 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 shouldnโ€™t overlook.

#11. Palace Jailer

Palace Jailer

Palace Jailer is a great 1-of in 80-card Yorion death & taxes decks because itโ€™s 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 canโ€™t be matched by opponents.

#10. Scout's Warning

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

Stone Haven Outfitter is a 2-mana 2/2 that draws you a card whenever an equipped creature dies. Itโ€™s 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

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

Alms Collector is another white creature with flash. It intercepts your opponent from drawing multiple cards, and you each draw one instead. Itโ€™s 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

Sram, Senior Edificer

More often than not, youโ€™ll 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

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 wonโ€™t stall out if your big tough creature gets zapped.

#4. Reprieve

Reprieve

Reprieve is our white Remand, but itโ€™s slightly better in the sense that you can bypass creatures that canโ€™t be countered, like Toski, Bearer of Secrets. Reprieve just returns spells to their ownerโ€™s hand. Of course, you get to draw a card at the end.

#3. Smuggler's Share

Smuggler's Share

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. Itโ€™s 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

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

Esper Sentinel is sometimes referred to as โ€œRhystic 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. Youโ€™ll be wildly ahead of the competition even if just two or three instances happen where players allow you to draw since youโ€™ve already gotten a pseudo-Ancestral Recall off it.

This card is good in weenie decks, artifact decksโ€ฆ hell, itโ€™s good in just about any deck that plays white!

Best Card Draw Payoffs

Youโ€™ll 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 youโ€™re 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?

Wedding Ring

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 โ€œonly use in special casesโ€ to โ€œformat 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

Esper Sentinel | Illustration by Eric Deschamps

White certainly has plenty of card draw at its disposal, so donโ€™t 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

  • Jean Michel December 2, 2024 5:08 pm

    No Trouble in Pairs ? Seems like a huge overlook

    • Timothy Zaccagnino
      Timothy Zaccagnino December 3, 2024 10:31 am

      This one’s in the queue for an update and Trouble in Pairs is on the list of must-adds!

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