Skip to main content

Top 10 White Draw Cards in Magic: The Gathering

  • Author:
  • Updated date:
Stone Haven Outfitter

Stone Haven Outfitter

Maintaining Advantage in White

White is sometimes labeled as the weakest Magic color thanks to its perceived weakness in card draw, a key component of the game. This is offset by its lifegain, sturdy creatures, exiling, and control, but for years, the faction struggled to garner advantage in the late game without help from other colors.

While white will never be king at draw power, it contains its own advantage engines. These are often triggered by opposing actions, punishing foes for controlling too many lands, drawing too many cards, or other conditions. No cheating with multicolor spells here—these are the ten best mono-white draw cards in Magic: The Gathering!

Loran of the Third Path

Loran of the Third Path

10. Loran of the Third Path

While Loran is weak at 2/1, she destroys an artifact or enchantment on entry, and can later tapto have both you and an opponent draw a card. This works best in commander, where you can negotiate with other players, giving them (and you) extra draws, perhaps in exchange for them using their removals against other players.

Welcoming Vampire

Welcoming Vampire

Tocasia's Welcome

Tocasia's Welcome

9. Welcoming Vampire/Tocasia's Welcome

These similar cards reward you for playing low-level creatures. Vampire draws when you play a creature with two or less power, while Tocasia draws when you play any of cost three or less.

Sadly, both are once per turn, but refill your hand while swarming the field, helping you recover if your opponent board wipes your army. Vampire also has vampire synergy (duh), and since she's not legendary, you can clone her with blue effects to reap extra draws.

Puresteel Paladin

Puresteel Paladin

8. Puresteel Paladin

Paladin requires two white mana but has 2/2 white stats and lets you draw whenever an equipment enters your field. Plus, he makes your equipment cost zero to equip as long as you control three or more artifacts—which can be anything from equipment to treasure tokens to artifact creatures.

Of course, these abilities only benefit equipment decks, but in their element, you've got card advantage and mana speed, rare but appreciated effects for white.

Mangara, the Diplomat

Mangara, the Diplomat

7. Mangara, the Diplomat

Mangara has average 2/4 stats, lifelink, and surprisingly potent draw effects. He draws whenever an opponent attacks you or your planeswalkers with two or more creatures, but what's really tempting is the draw from opponents casting their second spell per turn. This works wonders with the combos of commander format, where you can often draw 2-3 cards per round from that effect alone.

Esper Sentinel

Esper Sentinel

6. Esper Sentinel

Esper Sentinel is weak at 1/1 but compensates with artifact synergy and an easy setup, only needing one mana. From there, he gives you a draw whenever an opponent casts their first non-creature spell unless they pay mana equal to Sentinel's current power. This starts at 1, but the tax increases if you can get some +1/+1 counters on Sentinel, and it's a great anti-counterspell tactic against pesky blue decks.

Alms Collector

Alms Collector

5. Alms Collector

Collector has useful cat and cleric subtypes plus instant speed thanks to flash, meaning you can surprise block with a 3/4, enough to defeat reckless encounters. Better yet, whenever an opponent would draw 2+ cards, Collector instead has both you and them draw only one.

Denying foes draws while gaining them yourself is brutal with hand-refilling effects like Day's Undoing (which would normally replenish everyone's hand to seven).

Smuggler's Share

Smuggler's Share

4. Smuggler's Share

Here's a nice enchantment that's innocent enough to often slip by removal but practical enough to offer great long-term advantage. At the end of every turn, you draw for each opponent who drew at least two cards that turn and create a treasure token for each who played at least two lands.

This punishes the common commander tactics of draw and ramp, giving you enough resources to stand a fighting chance against combos (you need to make it to the end step though, of course, so watch out for auto-win infinites).

Archivist of Oghma

Archivist of Oghma

3. Archivist of Oghma

Oghma can catch the weakest of attackers by surprise thanks to his flash ability and 2/2 stats. Better still, he punishes enemy tutors by giving you a draw and a life whenever an opponent searches their library. Not only does this dampen combos, it's also great against common fetch lands like Fabled Passage.

Sram, Senior Edificer

Sram, Senior Edificer

2. Sram, Senior Edificer

Sram makes a great white commander thanks to his low cost and quick advantage, drawing whenever you cast an aura, equipment, or vehicle. This provides advantage to one enchantment subtype and two artifacts, granting lots of freedom for deck-building.

Sram works even better in smaller commander games, where you can quickly defeat an opponent via commander damage with an aura/equipment-boosted Sram,

Land Tax

Land Tax

1. Land Tax

Land Tax only finds lands, but it's so darn useful and cheap at one mana. At the start of your upkeep, if any opponent controls more lands that you,Tax lets you find up to three basic lands from deck to add to hand.

Cool thing is, these can be any basic lands (not just white's plains), you can mix and match, and you don't sacrifice Tax after it resolves, meaning you can continuously use it as long as opponents out-land you. Try using it alongside infinite-hand effects like Reliquary Tower so you never have to discard your surplus.

Multicolor White Card Draw

Today we focused on monowhite advantage engines, but pairing with other colors can help maintain your hand. Naturally blue offers excellent draw spells, including useful planeswalkers like Teferi Hero of Dominaria, while green and red often reward playing creatures and black can spend life (which white easily recovers) for advantage.

No matter how you go about it, share your favorite draw spells and I'll see you at our next MTG countdown!