Amazing Card Draw Spells You Might Already Own - Bulk Up!

Tyler Bucks • December 10, 2024

Card draw: every deck needs it, but not every wallet can afford the best of the best. Rhystic Study, Trouble in Pairs, Sylvan Library, etc. might break your bank, but what if I told you that there are great card draw spells that you probably already own? I'm Tyler 'Savesya' Bucks, and here is my list of cards that will fill up your hand without emptying your wallet.

Before we go over the list, let's define what 'card draw' is. I know it seems straightforward, but the waters can get muddy. My definition goes as follows: any effect that gives you access to two or more cards, either right now or over time.

While something like Crash Through has the word "draw a card" on it, you are spending one card to get one card. As you will see in this list, you'll be spending one card to gain access to two or more cards, which allows you to keep table parity. 

Blue - Delightful Discovery

We're kicking things off with the color of card draw, blue! Delightful Discovery helps build tension with your opponents. If you're asking why, just imagine this: the blue player untaps, plays a land, then just passes the turn. The rest of the table just sits there worried for the health of every spell they cast in case you have a counter.

This time around, you're actually happy to watch them cast their spells so you can get the biggest reduction possible. Scrying two and drawing two before the start of your next turn is the kind of value that will make your foes wish you just countered one of their spells

Turning card draw into damage is the name of the game for Minn, Wily Illusionist. Throwing out some more illusions to threaten your opponents' life totals always feels nice in my opinion.

Blue - Bottomless Pool/Locker Room

If you haven't played with Rooms yet, I highly recommend giving them a shot, so why not start with Bottomless Pool // Locker Room? It allows you to fire off a bounce spell in the early game, and then once you unlock the Locker Room side, you get a Reconnaissance Mission-style effect. Removal and card draw is something that every deck needs, stapling them together helps further your gameplan faster than the rest of the table.

I would suggest throwing this card in an Alela, Artful Provocateur deck. Just casting the spell will give you a flying token, then using your Faeries to smack your enemies for cards can help close out the game.

Black - Stargaze

This right here is one of my favorite cards released in 2024. Digging deep into your deck is powerful early as well as late game, and Stargaze does it better than almost any other card. Picture this: it's turn 5 and you cast Stargaze for X equals three. You will look at the top six cards of your library, draw the best three into your hand, and put the other three into your bin. If you're playing a graveyard deck, then every card you see is potential upside! Late game, this is a way to dig even deeper to grab that game winning Overrun spell.

Stargaze is insane in a Kess, Dissident Mage deck. Filling your hand and graveyard with the same number of cards could just set you ahead further than your opponents have the time to catch up with.

Black - Diresight

Listen, I'm on the side of spells like Read the Bones, and this new card Diresight being better than Phyrexian Arena (yes, I know it's a hot take). Being able to dig up to four cards deep with Diresight allows you to put what you find into your hand/graveyard right now, no waiting around! While this spell would excel in a reanimator deck, its effect is generically strong enough to slot into most black decks.

The Mycotyrant from Lost Caverns of Ixalan would be a great deck to slot this card into. Fill that hand, then create some more little fun guys!

Green - Trash the Town

Trash the Town is not only a draw spell, but it also has the flexibility to buff a creature and get its combat damage through. Yes, only drawing two cards from this isn't the biggest hand refill, but the ability to give a large creature trample without going down in cards helps you keep up with the rest of the table. Combat tricks aren't used too often in Commander, so casting this during a pivotal attack will catch your opponents way off guard.

A deck that would love this card is Kalamax, the Stormsire! In some instances, resolving this spell could end the game, but being able to draw four cards for a single hit is so strong.

Green - Disciple of Freyalise

While most of the cards on this list are well below the one-dollar mark, Disciple of Freyalise is sitting closer to two dollars, so if you already own one, that's a big bonus! At its base level it can be a land when you need it, but when you're hurting for spells, it could just refill your entire hand in the right deck. Including this in any power matters strategy can help ensure that you'll always have a target for this creature.

A Henzie "Toolbox" Torre deck would be an interesting home for this card, since that deck loves its bit creatures. Plus, Henzie can blitz this out if need be.

Red - Glimpse the Impossible

In years past, the thought of having basically a draw three for three mana in red would be impossible. Well, it's now time to Glimpse the Impossible. One of the most powerful commons coming out of Modern Horizons 3 it allows you to cast spells from exile, as well as make Spawns, which is a form of ramp. Since you have to play the exiled cards "this turn", playing this in the late game will ensure that you get full value out of it.

Not that it needs anymore help, but I would throw this into a Prosper, Tome-Bound deck. Playing the exiled cards will make you Treasure tokens, and if there are any left over by the end of the turn, you will still get mana by creating those Spawns. It's a win-win... 

Red - Grab the Prize

Now Grab the Prize isn't breaking new ground when it comes to this effect. Spells like Thrill of Possibility and Tormenting Voice have been in decklists for years, so this design has a proven home. The new twist this common introduces is that if you discard a nonland card, you're going to deal two damage to each one of your opponents.

While that's not necessarily enough to wipe players out of the game, it can still synergize with a lot of commanders out there while giving you a little more upside than the older spells I mentioned.

One of the first commanders that came to mind when I saw this was Rakdos, Lord of Riots. This could set up casting him or reduce the cost of a giant creature to crush your foes.

White - Fall of the First Civilization

Alright, show of hands: how many of us bought packs of the Assassin's Creed set? Wow, there are literally dozens of you! For those of you who did pick up these cards, I suggest you go look back through some of your bulk to find this spell. Fall of the First Civilization is a Saga that really packs a punch. Yes, I know helping one of your opponents draw cards isn't everyone's cup of tea, but when you can make a deal with another player, the first chapter becomes all upside.

Then exiling an artifact can come in clutch (looking at you The One Ring), and of course that board wipe at the end could possibly change the face of the game. Draw power, targeted removal, and a wrath all in one card feels pretty strong... Right?

Narci, Fable Singer feels like the perfect home for this Saga. Drawing more cards and draining your opponents' life totals just adds insult to board wipe injury.

White - Star Charter

While Star Charter isn't the broadest card draw spell, this little bat fits perfectly in lifegain stratigies. A lot of white decks are creature-heavy, so having a flying body that helps find you more value creatures will just make sure your gameplan continues to chug along. Even though this won't be a perfect choice for a lot of builds, I do think that, in the right home, Star Charter will make a big impact.

Now a lot of white lifegain decks can use this card, but I would suggest including it in an Elas il-Kor, Sadistic Pilgrim deck. You would almost guarantee triggering the card draw function of Star Charter, and a lot of the decklists for this commander are filled with creatures that have power 3 or less.

Multi-Color - Planar Genesis

Okay, I know I'm breaking my own card draw rules a little bit with Planar Genesis, but I think it's efficient enough to be included in this list! Being able to ramp the best land out of the top four cards of your deck at instant speed is already very useful, but the fact that you can still draw one of them into your hand as a fall back means that you won't have a major downside (see Growth Spiral for a similar effect).

While I won't be so bold to say that you should trade this in for something like Rampant Growth, I will say that more effects like this will be a welcomed inclusion in the format. Not to mention, you have the chance to get a nonbasic land with Planar Genesis, which could shift the game in your favor depending on what you hit! Also, pulling a land out of your deck, or drawing that card off of this spell ensures your hand won't be hurting too much after it resolves.

Here's a bit of a left field deck suggestion: Nine-Fingers Keene wants to get as many different Gates onto the battlefield as possible, so having an instant to assist in that mission will be a sneaky inclusion!

The Wrap Up!

So that's the list, commons and uncommons that will ensure you don't leave your Magic nights empty-handed. While some of the best card draw spells in the format can be pricey, I think you will be surprised at how well these bulk bin finds will perform in your decks!

While you're busy looking through your bulk, consider trading some of it in to get more singles you know you need! Cardsphere can help you turn unused cards into a brand-new deck.



Tyler 'Savesya' Bucks has been playing Magic and creating lighthearted content for over a decade. With a focus on building Commander decks on a budget, he is always looking for new ways to save cash! When he isn't shuffling through bulk bins (so you don't have to), he can be found on the Magic YouTube channel 'The Pillow Fort'!