Mtg White Cards That Draw Cards
| Abeyance Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities. Draw a card. | |
| Abian, Luvion Usurper As CARDNAME enters the battlefield, you become Abian. <i>(Your life total becomes equal to their loyalty. You can activate the loyalty abilities by spending or gaining life.)</i> +3: Discard your hand, then draw cards equal to the greatest power among creatures you control. +1: Create a 3/2 red and green Spirit creature token. −X: You deal X damage to any target. | |
| Abundance If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order. | |
| Abundant Growth Enchant land When Abundant Growth enters the battlefield, draw a card. Enchanted land has " | Other Versions |
| Abzan Beastmaster At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness. | |
| Abzan Charm Choose one — • Exile target creature with power 3 or greater. • You draw two cards and you lose 2 life. • Distribute two +1/+1 counters among one or two target creatures. | Other Versions |
| Academic Dispute Target creature blocks this turn if able. You may have it gain reach until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) | |
| Academy Elite Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards. | Other Versions |
| Academy Raider Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card. | |
| Accelerate Target creature gains haste until end of turn. Draw a card. | |
| Accumulated Knowledge Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards. | Other Versions |
| Acrobatic Maneuver Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card. | |
| Adventure Awaits Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card. | |
| Aegar, the Freezing Flame Whenever a creature or planeswalker an opponent controls is dealt excess damage, if a Giant, Wizard, or spell you controlled dealt damage to it this turn, draw a card. | |
| Aeon Chronicler Aeon Chronicler's power and toughness are each equal to the number of cards in your hand. Suspend X— Whenever a time counter is removed from Aeon Chronicler while it's exiled, draw a card. | |
| Aesi, Tyrant of Gyre Strait You may play an additional land on each of your turns. Whenever a land enters the battlefield under your control, you may draw a card. | |
| Aether Spellbomb | |
| Afflict Target creature gets -1/-1 until end of turn. Draw a card. | Other Versions |
| Agent of Treachery When Agent of Treachery enters the battlefield, gain control of target permanent. At the beginning of your end step, if you control three or more permanents you don't own, draw three cards. | |
| Aggressive Mining You can't play lands. Sacrifice a land: Draw two cards. Activate only once each turn. | |
| Aggressive Urge Target creature gets +1/+1 until end of turn. Draw a card. | |
| Airborne Aid Draw a card for each Bird on the battlefield. | |
| Akiri, Fearless Voyager Whenever you attack a player with one or more equipped creatures, draw a card. | |
| Akoum Flameseeker Cohort — | |
| Akroma's Blessing Choose a color. Creatures you control gain protection from the chosen color until end of turn. Cycling | Other Versions |
| Akroma's Vengeance Destroy all artifacts, creatures, and enchantments. Cycling | |
| Aladdin's Lamp | Other Versions |
| Alchemist's Vial When Alchemist's Vial enters the battlefield, draw a card. | |
| Aleatory Cast this spell only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. | |
| Alhammarret's Archive If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead. | Other Versions |
| Allied Strategies Domain — Target player draws a card for each basic land type among lands they control. | Other Versions |
| Alms Collector Flash If an opponent would draw two or more cards, instead you and that player each draw a card. | |
| Altar's Reap As an additional cost to cast this spell, sacrifice a creature. Draw two cards. | |
| Amass the Components Draw three cards, then put a card from your hand on the bottom of your library. | Other Versions |
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| Aminatou, the Fateshifter +1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou, the Fateshifter controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander. | |
| Ancestral Anger Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card. | |
| Ancestral Vision (0) Suspend 4— Target player draws three cards. | |
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| Ancient Excavation Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling | Other Versions |
| Angelheart Vial Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. | |
| Angelic Gift Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying. | |
| Angelsong Prevent all combat damage that would be dealt this turn. Cycling | Other Versions |
| Anje Falkenrath Haste Whenever you discard a card, if it has madness, untap Anje Falkenrath. | |
| Anje, Maid of Dishonor Whenever Anje, Maid of Dishonor and/or one or more other Vampires enter the battlefield under your control, create a Blood token. This ability triggers only once each turn. (It's an artifact with " | |
| Anje's Ravager Anje's Ravager attacks each combat if able. Whenever Anje's Ravager attacks, discard your hand, then draw three cards. Madness | Other Versions |
| Annihilate Destroy target nonblack creature. It can't be regenerated. Draw a card. | |
| Anowon, the Ruin Thief Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.) | |
| Anvil of Bogardan Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card. | |
| Aphetto Runecaster Whenever a permanent is turned face up, you may draw a card. | |
| Aphotic Wisps Target creature becomes black and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) Draw a card. | |
| Aquitect's Will Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card. | Other Versions |
| Arcades, the Strategist Flying, vigilance Whenever a creature with defender enters the battlefield under your control, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender. | Other Versions |
| Arcane Artisan When Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step. | Other Versions |
| Arcane Denial Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. | |
| Arcane Endeavor Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost. | |
| Arcane Investigator Search the Room — 1–9 | Draw a card. 10–20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. | |
| Arcane Spyglass Remove three charge counters from Arcane Spyglass: Draw a card. | |
| Arcane Subtraction Target creature gets -4/-0 until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) | |
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| Arch of Orazca (0) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) | Other Versions |
| Archfiend of Ifnir Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling | Other Versions |
| Architects of Will When Architects of Will enters the battlefield, look at the top three cards of target player's library, then put them back in any order. Cycling | Other Versions |
| Archive Haunt (0) Flying Whenever Archive Haunt attacks, draw a card, then discard a card. If Archive Haunt would be put into a graveyard from anywhere, exile it instead. | |
| Archivist | |
| Archmage Ascension At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension. As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle. | |
| Archmage Emeritus Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card. | |
| Archmage's Charm Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less. | |
| Archon of Cruelty Flying Whenever Archon of Cruelty enters the battlefield or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life. | |
| Arctic Wolves Cumulative upkeep When Arctic Wolves enters the battlefield, draw a card. | |
| Arcum's Astrolabe ( When Arcum's Astrolabe enters the battlefield, draw a card. | |
| Argent Mutation Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card. | |
| Argothian Enchantress Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card. | Other Versions |
| Arguel's Blood Fast At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast. | Other Versions |
| Arjun, the Shifting Flame Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards. | |
| Other Versions |
| Armorcraft Judge When Armorcraft Judge enters the battlefield, draw a card for each creature you control with a +1/+1 counter on it. | |
| Arrester's Admonition Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card. | |
| Arterial Alchemy When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with " Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip | |
| Artful Looter Whenever a permanent that shares an artist with another permanent you control enters the battlefield, untap Artful Looter. | |
| Other Versions |
| Ascent of the Worthy (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types. | |
| Ashiok, Sculptor of Fears +2: Draw a card. Each player mills two cards. −5: Put target creature card from a graveyard onto the battlefield under your control. −11: Gain control of all creatures target opponent controls. | |
| Asmodeus the Archfiend Binding Contract — If you would draw a card, exile the top card of your library face down instead. | |
| Astral Drift Whenever you cycle Astral Drift or cycle another card while Astral Drift is on the battlefield, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. Cycling | Other Versions |
| Astrolabe | Other Versions |
| Asylum Visitor At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life. Madness | Other Versions |
| Atemsis, All-Seeing Flying Whenever Atemsis, All-Seeing deals damage to an opponent, you may reveal your hand. If cards with at least six different mana values are revealed this way, that player loses the game. | |
| Attunement Return Attunement to its owner's hand: Draw three cards, then discard four cards. | |
| Audacious Thief Whenever Audacious Thief attacks, you draw a card and you lose 1 life. | |
| Aura Blast Destroy target enchantment. Draw a card. | |
| Aura Extraction Put target enchantment on top of its owner's library. Cycling | |
| Aura Finesse Attach target Aura you control to target creature. Draw a card. | |
Mtg White Cards That Draw Cards
Source: https://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[draw]+[a]+[card]