Top 10 Cards to Help Draw in Yu-Gi-Oh
Extra Draws in Yu-Gi-Oh
Duelists know that players draw one card at the beginning of each of their turns in Yu-Gi-Oh, but this default method often proves too slow to properly handle your opponent's offensive. Thus, a crucial component of deck-building is finding ways to continuously add cards to your hand throughout the match—often through extra draws. Heck, looking at the infamous Exodia cards, we see bonus draws can literally win matches without the cards even needing to be played!
Now, your selected monster series may contain powerful draws specific to that archetype (Destiny Draw, anyone), but today we'll unearth ten more general draw engines to fuel any deck!
10. Shard of Greed
Yu-Gi-Oh has a strange fascination with granting incredible draw power to creatures based on ordinary containers, like Pot of Greed and Morphing Jar. But rather than clog today's list with these banned cards, we're going to cover legal effects you can consider using in any tournament.
The pot's gone, but a shard remains. Shard shares Pot's effect—drawing two cards—except Shard has to survive two of your turns before you get them. Still, two for one is an enticing deal, and Shard works stupendously when you can stall with effects like Swords of Revealing Light long enough for those two to make a big difference.
Admittedly, this spell isn't for every deck, but rare is the build that doesn't employ at least a few high-level monsters. Trade-In simply discards any Level 8 monster to let you draw two cards. You're essentially spending two to get two, so why bother? Well, not only are you cycling through your deck, you're also sending a presumably strong monster to your Graveyard, ready to be special summoned with cards like Call of the Haunted.
For any build that uses Levels 8s, and especially those with Graveyard-activating effects, Trade-In kills two birds with one stone.
8. Pot of Dichotomy
Another card that fits with most, but not all, decks, Dichotomy relies on monsters in your Graveyard having at least different three types. Luckily, with over twenty printed types, most monster series easily satisfy a threshold of three.
Dichotomy's effect lets you shuffle the three unique types into your deck to draw 2. This gives you two cards for one without the waiting factor of Shard, but to compensate, your battle phase for the turn will be inactive; you won't be able to attack. Still, a formidable draw power suitable for many decks, especially when your focus is on defense and setup.
7. Good Goblin Housekeeping
Like almost every trap, you cannot play this card until the turn after it's set (unlike draw-and-play spells) but take a look at its fierce effect. You draw cards equal to the number of Housekeeping cards in your Graveyard plus one, then put one card from your hand on the bottom of your deck. Basically, the first time you play this, your overall hand size won't change, but it will increase with the second and especially third. Additionally, whenever Housekeeping is played, you're given a chance to exchange an unneeded card from your hand for a fresh draw, allowing Housekeeping to help even with its first appearance.
Be sure to employ find effects, like Gold Sarcophagus, to help narrow the search for the three Housekeepings, and watch your hand size quickly flourish.
6. Allure of Darkness
Your deck must employ dark-attributed monsters for this card to function. Still, dark is arguably the most common attribute (there are only six main attributes, far less than types), meaning many a build can be tempted by darkness.
A simple card, Allure lets you draw two, then you must banish a dark monster from your hand or be forced to discard your entire hand. Unfortunately, banishing won't set up for Graveyard recovery, but the sheer simplicity and effectiveness of the card help it stand out. For Allure's extra draws, you need neither wait nor first fill your Graveyard, letting you access it without condition.
Plus, a small number of effects combo with banished cards, meaning being removed from play can occasionally help set up a combo.
5. Card Car D
This amusingly-named monster also took a spot in my countdown of the best machine-typed monsters, and for good reason. Similarly to Dichotomy, it must be employed in your first Main Phase, though this time it doesn't have to be the first action you take.
For the price of immediately jumping to the End Phase and being unable to special summon monsters during the turn, a normal summoned Card Car D can tribute itself to draw two cards. Yes, you're dealing with the listed disadvantages, but you're up two and have another monster in the Graveyard, great for effects like Dichotomy or Solidarity, making this one a definite winner.
4. Kuraz the Light Monarch
Although Kuraz belongs to the Monarch archetype, its effect does not rely on its brethren whatsoever, making it compatible with any deck. As a Level 6 monster, you'll need to tribute one creature to normal summon it. When you do, you can destroy up to two cards on the field (including yours), and for each card a player had destroyed by this effect, they draw one.
Thus, Kuraz can serve as a removal, a draw engine, or both! Unfortunately, it can't attack the turn it uses its effect, but activate it to destroy your unneeded field cards and find fresh options. Pendulum monsters also make great targets thanks to their ability to be resummoned.
Kuras also has strong ATK, and because its effect triggers upon summoning, you don't have to particularly worry about keeping it alive. The card also can serve as fodder for a Rank 6 xyz summon.
3. Reckless Greed
Like Good Goblin Housekeeping, this is a trap that stacks well with each additional copy of itself. When activated, you immediately draw two cards, but you must skip your next two Draw Phases. This means that ultimately, your overall draw number doesn't change, but you gain access to the cards sooner, providing an advantage.
Things go from tempting to amazing when you use multiple at once. Even if you trigger all three Reckless Greeds simultaneously, you're still only going to skip two Draw Phases (not six), and the incredible hand afforded should decimate your opponent before they can counter.
2. Card Trooper
As of this writing, Card Trooper is semi-limited in official play, meaning you can only place two (rather than the usual three) of it into your deck. It's also a fairly simple monster that doesn't need tributes to summon.
Once per turn, you can choose up to three cards to send from the top of your deck to the Graveyard. Each boosts Trooper's ATK by 500 for the turn (for a respectable maximum of 1900), and helps fill the Graveyard.
That's all great, but the draw power here simply stems from Trooper's demise: when it's destroyed, whether by card effect or battle, you draw one. A stellar addition, Trooper does it damage, fills your Graveyard, then replaces itself as it exits.
1. Supply Squad
Hands-down my favorite card here (ironic, considering it fills hands up), continuous spell Supply Squad once per turn has you draw when a monster you control is destroyed. This can trigger on both your and your opponent's turns, applies for battle destruction as well as effect, and actually invites instances where you'll attack knowing that your monster will be destroyed just to get the draw.
Multiple Supplys can activate at once too, meaning you're free to toss three out there, blow up your own cards, then watch your opponent's jaw drop as you're soon playing with half your deck in hand. Simple, powerful, incredibly versatile, Supply earns a spot in the vast majority of decks I construct.
Which card do you prefer?
These cards will hasten your reinforcements by refilling your hand, but be sure to examine your archetype's draw power and gauge how much outside support they'll need. Additionally, keep cards that blend with extra draws (like life point-regenerating Solemn Wishes) in mind to form some impressive hand advantage combos.
But for now, vote for your favorite entry, and I'll see you at our next card countdown!
© 2018 Jeremy Gill