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15 Best Colorless (and Artifact) Draw Cards in MTG!

Looking for draw cards that will fit into your MTG deck, whatever color you’re playing? Enter colorless draw cards – artifacts and lands! These unsung heroes of the game can give you a boost when it comes to drawing cards, and they’re just waiting to be discovered.

So why not shake things up and see what hidden gems you can find?

A hand of colorless mtg cards from my artifact deck
A hand of colorless mtg cards from my artifact deck

#15: Reckoner Bankbuster

Reckoner Bankbuster

Reckoner Bankbuster is one of two vehicles we’ll be looking at today. If you have a creature with power 3 or greater (or several creatures with combined power 3 or greater), you can turn this artifact into a 4/4 vehicle.

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What we’re interested in, though, is this vehicle’s card draw ability. You get to use its activated ability three times in a game over the course of several turns. While this effect isn’t super powerful and won’t change the game on its own, it’s a cheap, reliable, and flexible option if you want to generate value over time.

#14: The Immortal Sun

The Immortal Sun

The Immortal Sun has four different abilities, all of which can drastically impact the game. Drawing an extra card each turn is a great effect, but don’t forget about all the other effects either. This card shuts down planeswalkers, makes your spells cheaper, and even gives your creatures a little boost on the battlefield.

This artifact is on the expensive side at six mana, so keep that in mind when building your next deck.

#13: Hedron Archive

Hedron Archive

Hedron Archive can be extremely useful at several stages in the game. During your earlier turns, you’ll want to use its mana ability so you can play your more expensive cards a couple of turns early. Later on, you’ll have plenty of lands on the battlefield, but no cards in your hand. That’s when you can sacrifice it to pick up some extra cards from your library.

Sure, Hedron Archive may be a relatively simple card, but sometimes, simple is best.

#12: Mind Stone

Mind Stone

If you cut Hedron Archive in half, you’d end up with Mind Stone. Personally, I think Mind Stone is better than its more expensive counterpart because you can play it way earlier. Its biggest downside is only drawing one card instead of two, so there are definitely situations where you’d rather have Hedron Archive instead, especially in the late game.

#11: Solemn Simulacrum

Solemn Simulacrum

Solemn Simulacrum doesn’t excel in any particular category: it’s only a 2/2 creature, it only puts one land onto the battlefield, and it only draws one card when it dies. However, combining all three of these effects onto a single card makes for a very strong creature.

#10: Smuggler’s Copter

Smuggler's Copter

Smuggler’s Copter isn’t card draw in the truest sense of the word, as it makes you discard a card for each card you draw. That being said, drawing and discarding is still a useful effect, as you can continually search for the cards you need while discarding the ones you don’t.

With decent stats (3/3 for two mana) and only requiring one power to crew, Smuggler’s Copter is just a good vehicle overall.

#9: Mazemind Tome

Mazemind Tome

If you want to draw a lot of cards right away, Mazemind Tome isn’t for you. But if you’re interested in drawing extra cards over the next few turns, this artifact will get the job done. What I like most about this card is that it’s flexible and lets you spend your mana to draw cards only when you need to.

#8: Well of Lost Dreams

Well of Lost Dreams

Life gain is a fun strategy to play with in MTG, but it does have its weaknesses. For one thing, life advantage doesn’t translate well into other aspects of the game, such as having more cards in hand than your opponent or having better creatures on the battlefield.

Well of Lost Dreams fixes that by turning your life gain effects into a way to draw cards. Combine that with Archangel of Thune and you’ll be dominating in card advantage and on the battlefield!

#7: Mind’s Eye

Mind's Eye

Mind’s Eye is one of the best ways to ensure that you always have more cards in hand than your opponent. By getting to draw each time they draw (assuming you can pay the mana cost), you’ll slowly overwhelm them over the course of the game by playing more cards. This artifact gets even better in four-player games, as you’ll have more opponents to draw cards from.

#6: Mask of Memory

Mask of Memory

If you have a creature that can deal damage to your opponent every turn, Mask of Memory will generate lots of value over the course of a game. Unfortunately, reliably getting a creature past your opponent’s defenses can be difficult, which is why this equipment isn’t ranked any higher.

#5: Memory Jar

Memory Jar

I used to get scared every time I read Memory Jar’s text because its activated ability seemed so complicated. Don’t worry though—it isn’t as bad as it looks. In fact, I’ll break it down into steps for you:

  1. Each player exiles their hand.
  2. Each player draws seven cards.
  3. At the end of the turn, each player discards their hand.
  4. Each player returns the cards from step 1 to their hand.

Okay, that’s still a bit complicated, but hopefully you understand now.

Memory Jar works best when paired with other effects like Megrim or Sheoldred, the Apocalypse. Memory Jar will then deal 14 damage to your opponents, and 28 if you find a second copy of it!

#4: Bazaar of Baghdad

Bazaar of Baghdad

Okay, Bazaar of Baghdad isn’t true card advantage. In fact, its ability is actually card disadvantage, since you have to discard more cards than you drew. So, why is this card even here?

As you can see with cards like Hollow One, Ichorid, and Nightmare Amalgam, discarding cards isn’t all bad. If you build your deck around this strategy, discarding cards can even be a good thing! This land is banned in a few formats, but wherever it’s legal, there are entire decks whose strategies revolve around this one card.

#3: Sword of Fire and Ice

Sword of Fire and Ice

Sword of Fire and Ice isn’t here because of its card draw ability per se, but rather its power as a whole. It can turn even your smallest creature into one of the most powerful threats on the battlefield. For those of you who don’t know how protection works, read about it here. It’s a complicated effect, but once you understand how it works, you’ll see just how powerful it can be.

If you can reliably sneak your equipped creature past your opponent’s defenses (which protection can help you do), then you’ll start sniping off your opponent’s creatures and drawing extra cards. That’s right, you get an immediate effect and card advantage; what’s there not to like?

#2: Library of Alexandria

Library of Alexandria

Not only is Library of Alexandria a great source of card draw, but it’s also one of the best lands ever printed. It can tap for mana just like any other land, and in the event that you have seven cards in your hand, you can tap it to draw a card instead.

Of course, there are times in a game when you won’t be able to activate its draw ability. In those situations, it’s just a colorless land, which isn’t that bad. But in games where you can keep your hand full by activating Library of Alexandria each turn, you’ll often win the game by overwhelming your opponent with card advantage.

Oh, and if you still aren’t convinced by its power, let’s just say that this card is banned in Legacy for a reason.

#1: Skullclamp

Skullclamp

To some, this may seem like an ordinary piece of equipment. It gives a negligible stat change and rewards you with some cards in the unfortunate situation where your creature dies. But what if you deliberately kill your own creatures with it?

bitterblossom

Imagine combining Skullclamp with Bitterblossom, or any other card that can create a lot of 1/1 creatures. For every time you pay that equip cost, you get to draw two cards. Now, having 1/1 creatures is nice, but exchanging each one for two extra cards in your hand is usually worth it.

Besides, I’m not the only one who thinks Skullclamp is super powerful. This equipment is actually banned in Modern and Legacy for being too strong.

You know what the funniest part is? Before it was released, Skullclamp initially gave +1/+1 to the equipped creature. It was deemed too strong, and so the stats were changed to +1/-1, which accidentally made the card way more powerful.

Before you go… Best Colorless Draw Cards

What color deck are you building? I’ve hand-picked the best sources of card draw for each color, with blue having the strongest options, followed by black, green, red, and white in that order. Check those out for more draw card options!

If building an MTG deck seems like a complex task to you, help is at hand! I’ve got an MTG deckbuilding guide right here that breaks it down into an easy, step-by-step process.

Want some fresh ideas for your next MTG deck? See my Fun MTG Deck Ideas & Themes list!

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Emily
Hi, I’m Emily, the tabletop gamer behind My Kind of Meeple. If this article helped you, I’d be honoured if you’d say, “Thanks!” with a £3 coffee on Ko-fi.

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