Mtg White Cards That Draw Cards
Abeyance (2) 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. |
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Abian, Luvion Usurper (7) 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. |
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Abundance (4) 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. |
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Abundant Growth (1) Enchant land When Abundant Growth enters the battlefield, draw a card. Enchanted land has ": Add one mana of any color." |
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Abzan Beastmaster (3) At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness. |
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Abzan Charm (3) 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. |
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Academic Dispute (1) 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.) |
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Academy Elite (4) 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. , Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card. |
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Academy Raider (3) 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. |
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Accelerate (2) Target creature gains haste until end of turn. Draw a card. |
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Accumulated Knowledge (2) Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards. |
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Acrobatic Maneuver (3) Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card. |
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Adventure Awaits (2) 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. |
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Aegar, the Freezing Flame (3) 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. |
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Aeon Chronicler (5) Aeon Chronicler's power and toughness are each equal to the number of cards in your hand. Suspend X— . X can't be 0. Whenever a time counter is removed from Aeon Chronicler while it's exiled, draw a card. |
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Aesi, Tyrant of Gyre Strait (6) 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. |
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Aether Spellbomb (1) , Sacrifice Aether Spellbomb: Return target creature to its owner's hand. , Sacrifice Aether Spellbomb: Draw a card. |
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Afflict (3) Target creature gets -1/-1 until end of turn. Draw a card. |
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Agent of Treachery (7) 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. |
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Aggressive Mining (4) You can't play lands. Sacrifice a land: Draw two cards. Activate only once each turn. |
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Aggressive Urge (2) Target creature gets +1/+1 until end of turn. Draw a card. |
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Airborne Aid (4) Draw a card for each Bird on the battlefield. |
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Akiri, Fearless Voyager (3) Whenever you attack a player with one or more equipped creatures, draw a card. : You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn. |
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Akoum Flameseeker (3) Cohort — , Tap an untapped Ally you control: Discard a card. If you do, draw a card. |
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Akroma's Blessing (3) Choose a color. Creatures you control gain protection from the chosen color until end of turn. Cycling (, Discard this card: Draw a card.) |
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Akroma's Vengeance (6) Destroy all artifacts, creatures, and enchantments. Cycling (, Discard this card: Draw a card.) |
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Aladdin's Lamp (10) , : The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0. |
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Alchemist's Vial (2) When Alchemist's Vial enters the battlefield, draw a card. , , Sacrifice Alchemist's Vial: Target creature can't attack or block this turn. |
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Aleatory (2) 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. |
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Alhammarret's Archive (5) 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. |
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Allied Strategies (5) Domain — Target player draws a card for each basic land type among lands they control. |
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Alms Collector (4) Flash If an opponent would draw two or more cards, instead you and that player each draw a card. |
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Altar's Reap (2) As an additional cost to cast this spell, sacrifice a creature. Draw two cards. |
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Amass the Components (4) Draw three cards, then put a card from your hand on the bottom of your library. |
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Aminatou, the Fateshifter (3) +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. |
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Ancestral Anger (1) 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. |
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Ancestral Vision (0) Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.) Target player draws three cards. |
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Ancient Excavation (4) Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) |
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Angelheart Vial (5) Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. , , Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card. |
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Angelic Gift (2) Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying. |
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Angelsong (2) Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.) |
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Anje Falkenrath (3) Haste , Discard a card: Draw a card. Whenever you discard a card, if it has madness, untap Anje Falkenrath. |
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Anje, Maid of Dishonor (4) 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 ", , Discard a card, Sacrifice this artifact: Draw a card.") , Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life. |
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Anje's Ravager (3) Anje's Ravager attacks each combat if able. Whenever Anje's Ravager attacks, discard your hand, then draw three cards. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) |
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Annihilate (5) Destroy target nonblack creature. It can't be regenerated. Draw a card. |
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Anowon, the Ruin Thief (4) 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.) |
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Anvil of Bogardan (2) 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. |
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Aphetto Runecaster (4) Whenever a permanent is turned face up, you may draw a card. |
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Aphotic Wisps (1) 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. |
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Aquitect's Will (1) 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. |
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Arcades, the Strategist (4) 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. |
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Arcane Artisan (3) , : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step. |
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Arcane Denial (2) 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. |
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Arcane Endeavor (7) 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. |
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Arcane Investigator (2) Search the Room — : Roll a d20. 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. |
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Arcane Spyglass (4) , , Sacrifice a land: Draw a card and put a charge counter on Arcane Spyglass. Remove three charge counters from Arcane Spyglass: Draw a card. |
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Arcane Subtraction (2) 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.) : Add . , : Draw a card. Activate only if you have the city's blessing. |
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Archfiend of Ifnir (5) Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling (, Discard this card: Draw a card.) |
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Architects of Will (4) 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 (, Discard this card: Draw a card.) |
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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. |
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Archivist (4) : Draw a card. |
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Archmage Ascension (3) 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. |
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Archmage Emeritus (4) Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card. |
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Archmage's Charm (3) Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less. |
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Archon of Cruelty (8) 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. |
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Arctic Wolves (5) Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Arctic Wolves enters the battlefield, draw a card. |
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Arcum's Astrolabe (1) ( can be paid with one mana from a snow source.) When Arcum's Astrolabe enters the battlefield, draw a card. , : Add one mana of any color. |
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Argent Mutation (3) Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card. |
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Argothian Enchantress (2) Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card. |
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Arguel's Blood Fast (2) , Pay 2 life: Draw a card. At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast. |
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Arjun, the Shifting Flame (6) 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. |
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Armorcraft Judge (4) When Armorcraft Judge enters the battlefield, draw a card for each creature you control with a +1/+1 counter on it. |
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Arrester's Admonition (3) Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card. |
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Arterial Alchemy (3) When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip . |
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Artful Looter (3) : Draw a card, then discard a card. Whenever a permanent that shares an artist with another permanent you control enters the battlefield, untap Artful Looter. |
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Ascent of the Worthy (3) (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. |
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Ashiok, Sculptor of Fears (6) +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. |
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Asmodeus the Archfiend (6) Binding Contract — If you would draw a card, exile the top card of your library face down instead. : Draw seven cards. : Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life. |
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Astral Drift (3) 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 ( , Discard this card: Draw a card.) |
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Astrolabe (3) , , Sacrifice Astrolabe: Add two mana of any one color. Draw a card at the beginning of the next turn's upkeep. |
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Asylum Visitor (2) 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 (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) |
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Atemsis, All-Seeing (6) Flying , : Draw two cards, then discard a card. 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. |
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Attunement (3) Return Attunement to its owner's hand: Draw three cards, then discard four cards. |
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Audacious Thief (3) Whenever Audacious Thief attacks, you draw a card and you lose 1 life. |
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Aura Blast (2) Destroy target enchantment. Draw a card. |
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Aura Extraction (2) Put target enchantment on top of its owner's library. Cycling (, Discard this card: Draw a card.) |
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Aura Finesse (1) Attach target Aura you control to target creature. Draw a card. |
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Mtg White Cards That Draw Cards
Source: https://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[draw]+[a]+[card]