Top Colorless Draw Cards in MTG Magic: the Gathering (Non-Artifact)
So, you want card advantage outside of your deck colors? Colorless draw cards are versatile, pivotal tools that fit into almost any deck, offering a consistent stream of new options no matter what colors you're running. They can be particularly valuable in white decks, colorless/artifact strategies, or Eldrazi tribal decks where your traditional draw sources might be limited.
We've got an artifact card draw write-up ready to help you rock and roll, but this one will cover non-artifacts, such as lands, colorless creatures, and colorless spells. I'm sure you can already picture the benefits of a land that can help you draw, but don't be afraid of the Eldrazi and other options in the right deck either!
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Key Takeaways
- Colorless draw cards provide flexibility and a strategic advantage in various MTG decks.
- Certain colorless cards are integral for maintaining card advantage and supporting deck themes.
- Effective use of these draw options can be a key element in driving a deck to victory.
Colorless Draw Cards in MTG By Type:
Lands:
- War Room – As mentioned in the above video, a land card that can tap to add one colorless mana. Also has an activated ability to pay three mana and tap it, along with paying life equal to the number of colors in your commander’s color identity, to draw a card. This card is useful in some EDH decks to bolster card draw capabilities, particularly in mono-colored decks where the life payment is minimal.
- Mariposa Military Base – One of the new cards from the Fallout crossover. This land can optionally enter the battlefield tapped. If you choose to have it enter tapped, it provides you with two rad counters. Activated ability allows you to draw a card for five mana and tapping it, but the cost is reduced by one mana for each rad counter you have.
- Minas Tirith – A legendary land from the Magic: The Gathering set The Lord of the Rings: Tales of Middle-earth. This card enters the battlefield tapped unless you control a legendary creature. It can tap to add one white mana. Additionally, if you have attacked with two or more creatures this turn, you can pay one generic and one white mana, tap Minas Tirith, and draw a card.
- Castle Locthwain – A land card that can serve as a significant card draw engine, particularly in black midrange decks. It enters the battlefield tapped unless you control a Swamp, and its primary ability allows you to tap and pay three mana (1 generic, 2 black) to draw a card while losing life equal to the number of cards in your hand
- Conqueror's Foothold – This one's kind of cheating. A land card that transforms from Conqueror's Galleon which is an artifact, but the Foothold is a land. It offers a variety of utility abilities: tapping to add one colorless mana, drawing a card for four mana, and drawing a card then discarding a card for two mana. Additionally for six it can return a target card from your graveyard to your hand. This versatility makes it useful in decks that can reliably flip it from its vehicle form, Conqueror's Galleon, which requires crewing by creatures with a combined power of 4 or more.
- Sea Gate Wreckage – A land card from the Oath of the Gatewatch set. This card can tap to produce one colorless mana. Its key ability allows you to draw a card for the cost of two generic and a colorless mana, but this can only be activated when you have no cards in hand.
- Trenzalore Clocktower – A legendary land card from the Magic: The Gathering Doctor Who set. When tapped it adds one blue mana and places a time counter on itself. For the cost of one blue and one generic, you can tap and remove twelve time counters to shuffle your graveyard and hand back into your library, then draw seven cards. This powerful effect can only be activated if you control a Time Lord.
- Bonder's Enclave – A land card that can be particularly powerful in decks with larger creatures. It taps to add one colorless mana and also has an ability for three colorless mana and tapping to draw a card, but you can only activate this if you control a creature with power 4 or greater.
- Throne of the High City – This colorless draw card is a land card that offers both mana generation and a unique way to engage with the game's monarchy mechanic. By tapping it produces one colorless mana. Additionally, for the cost of four generic mana and tapping, you can sacrifice Throne of the High City to become the monarch. While the card is gone you gain a role that allows you to draw an extra card at the beginning of your end step, and do so until a creature does damage to you.
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- Library of Alexandria – Widely regarded as one of the best lands ever created, from the Magic: The Gathering Arabian Nights expansion, this card allows you to tap to add one colorless mana to your mana pool, or, if you have exactly seven cards in hand, you can tap it to draw a card instead. Known for its powerful card drawing capability, it's particularly effective in control decks where maintaining card advantage is crucial. Its ability to significantly impact the game when included in the opening hand makes it a staple in some formats, though it is restricted due to its strength. Due to its potential for overwhelming card advantage, it's also a banned card in several formats including Legacy and Commander. It's also one of the most expensive cards on this list! Currently clocking in at over $800 on tcgplayer.com for a heavily played version.
- Bazaar of Baghdad – A unique land card from Magic: The Gathering's Arabian Nights expansion. It allows the player to tap the land to draw two cards, then discard three cards, a built in card disadvantage. Yet this card can be pivotal in Vintage format games, particularly in Dredge decks, where its ability to manipulate the graveyard can significantly influence the game's outcome. While powerful, Bazaar of Baghdad does not produce mana, which is a notable drawback. However, its ability to rapidly cycle through a deck makes it a valuable asset in strategies centered around graveyard interactions. The card is currently banned in Legacy due to its powerful effect on gameplay dynamics.
- Mikokoro, Center of the Sea – A legendary land card notable for its ability to provide both mana and card draw. By tapping, it can add one colorless mana ({C}) to your mana pool. Additionally, for two generic mana ({2}) and a tap, Mikokoro allows each player to draw a single card. This card is particularly valuable in formats where managing card advantage is crucial, and it can be strategically used to benefit from having more resources than an opponent, despite its symmetrical effect on the game. Mikokoro has been printed in several sets, including Saviors of Kamigawa, Masters 25, and Commander 2021, reflecting its ongoing popularity and utility in various Magic formats.
- Roadside Reliquary – A land card from Magic: The Gathering's Kamigawa: Neon Dynasty set. Tap it for a colorless. Additionally, it has a utility ability where you can pay two generic mana, tap, and sacrifice it to draw a card if you control an artifact, and another card if you control an enchantment.
- Scrying Sheets – A snow land card from the Magic: The Gathering Coldsnap set. Tap to add one colorless mana. It also has an ability that allows you to pay one generic mana and one snow mana and tap it to look at the top card of your library. If that card is a snow card, you have the option to reveal it and add it to your hand.
- Memorial to Genius – A land card from the Dominaria set of Magic: The Gathering. Enters the battlefield tapped and can tap to add one blue mana. You also can pay four generic and one blue mana, tap it, and then sacrifice it to draw two cards.
- Seaside Haven – A unique colorless draw card, this land card from the Onslaught expansion of Magic: The Gathering can tap to add one colorless mana. It also has a unique ability where you can tap it, pay one white and one blue mana, and sacrifice a Bird creature to draw a card. Have bird, will draw.
- Horizon Canopy – Part of the Horizon land cycle, each lets you tap and pay 1 life to add mana, or tap and sacrifice it to draw a card.
- Fiery Islet – Part of the Horizon land cycle.
- Nurturing Peatland – Part of the Horizon land cycle.
- Silent Clearing – Part of the Horizon land cycle.
- Sunbaked Canyon – Part of the Horizon land cycle.
- Waterlogged Grove – Part of the Horizon land cycle.
- Botanical Plaza – A land card from the Streets of New Capenna set of Magic: The Gathering. Enters the battlefield tapped and provides either green or white mana when tapped. Also has the ability to draw a card by paying two generic mana along with a green and a white, tapping, and sacrificing it.
- Cephalid Coliseum – Going back a ways for this colorless draw card, it's land from the Odyssey expansion of Magic: The Gathering. It taps to add one blue mana and deals 1 damage to you when used for mana. Additionally, it features the threshold ability where, if you have seven or more cards in your graveyard, you can pay one blue mana, tap, and sacrifice it to make a target player draw three cards and then discard three cards.
- Howltooth Hollow – One of the Hideaway lands from Lorwyn. When it enters the battlefield, it taps, and you look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library. Tap to add one black mana to your mana pool. Additionally, if each player has no cards in hand, you may tap, pay one black, and sacrifice it to play the exiled card without paying its mana cost.
- Mosswort Bridge – Another Hideaway land from the Lorwyn MTG set. It enters the battlefield tapped and can tap to add one green mana. Mosswort Bridge has a unique activation condition for its Hideaway ability; you may play the exiled card without paying its mana cost if the total power of creatures you control is 10 or greater. Not too hard to accomplish with a green strategy!
- Spinerock Knoll – Another Lorwyn Hideaway land. Enters the battlefield tapped and can tap to add a red mana. Its distinctive feature is that if an opponent has been dealt 7 or more damage in a turn, you can tap, pay one red mana, and play the exiled card without paying its mana cost. This mechanic makes Spinerock Knoll particularly effective in aggressive red decks that can deal significant damage quickly, potentially allowing for powerful plays earlier than usual.
- Windbrisk Heights – Another Lorwyn Hideaway land. Tap it to add one white mana. Additionally, if you attacked with three or more creatures this turn, you can tap and pay one white to play the exiled card without paying its mana cost. Pretty easy to achieve for white weenie or token decks.
- Shelldock Isle – The last of the Lorwyn Hideaway lands, this one taps for a blue mana. Or, pay a blue, tap, and sacrifice it when a library has 20 or fewer cards to play the removed card without paying its mana cost. Particularly useful to Mill decks.
- Geier Reach Sanitarium – A legendary land card. Tap it to add a colorless mana. Its key ability allows you to pay two generic mana and tap it, enabling each player to draw a card and then discard a card.
- Arch of Orazca – A land card from the Rivals of Ixalan set in Magic: The Gathering. This card features the Ascend mechanic, granting you the “city's blessing” for the rest of the game once you control ten or more permanents. It can tap to add one colorless mana. Additionally, if you have the city's blessing, you can pay five generic and tap it to draw a card.
- Desolate Lighthouse – A land card from the Magic: The Gathering set Avacyn Restored. This card can tap to add one colorless mana. It also has an activated ability where you can pay one generic, one blue, and one red mana, and tap it to draw a card and discard a card. A land that loots! Of course it's red and blue.
- Blighted Cataract – From the Battle for Zendikar set. Taps for a colorless. Also features a potent ability to draw cards late in the game: for five generic and one blue and a tap, sacrifice Blighted Cataract to draw two cards.
- Cryptic Caves – This colorless draw card is a land that can tap for a colorless mana. Its standout feature is the ability to tap, pay one generic and sacrifice it to draw a card, but you can only activate this ability if you control five or more lands.
- Gates of Istfell – A land card from the Kaldheim set, it enters the battlefield tapped and can tap to add one white mana. Its more powerful ability allows you to tap, pay two generic, a white, and two blue mana, and sacrifice it to gain 2 life and draw two cards.
- Grim Backwoods – Initially released in the Dark Ascension set and featured in multiple Commander editions. This land card can tap to produce one colorless. Its most notable ability allows you to tap, pay two generic mana along with one black and one green, and sacrifice a creature to draw a card. This makes Grim Backwoods particularly useful in decks that benefit from creature sacrifice mechanics, often seen in black and green decks where creatures can be reanimated or their death triggers are advantageous.
- Racers' Ring – A land card from the Streets of New Capenna set in Magic: The Gathering. Enters the battlefield tapped and can tap to add either a red or green mana to your mana pool. It also features a card draw ability for two generic mana, a red and a green, you can tap and sacrifice Racers' Ring to draw a card.
- Restless Vents – This land card hails from the The Lost Caverns of Ixalan set, enters the battlefield tapped, and can tap to add either a black or red mana to your mana pool. It also has a unique ability where, for one black and one red mana, it becomes a 2/3 black and red Insect creature with menace until end of turn. Additionally, whenever Restless Vents attacks, you have the option to discard a card; if you do, draw a card.
- Scene of the Crime – This one's technically an artifact, but it's a new artifact land. Also a Clue card that enters the battlefield tapped and can tap for one colorless mana. Additionally, it has the capability to tap alongside an untapped creature you control to add one mana of any color. It can also be sacrificed for two generic mana to draw a card.
- Shadows' Lair – While the transformed side of a black card, this land transforms from the enchantment Grasping Shadows in the The Lost Caverns of Ixalan set. Initially, Grasping Shadows grants your solo attacking creature deathtouch and lifelink, and accumulates dread counters based on this condition. Once you accumulate three dread counters, it transforms into Shadows' Lair. As a land, Shadows' Lair can tap for black mana. You can also tap it, pay one black mana, and remove a dread counter to draw a card and lose one life.
- Skybridge Towers – A land card from the Streets of New Capenna set that enters the battlefield tapped. It can tap to add either white or blue mana to your mana pool. Additionally, for a cost of two generic mana, one white mana, and one blue mana, you can tap and sacrifice Skybridge Towers to draw a card.
- The Autonomous Furnace – A Sphere land card from the Phyrexia: All Will Be One set. This card enters the battlefield tapped and can be tapped to add one red mana. For the cost of one generic and one red mana you can tap and sacrifice it to draw a card.
- The Dross Pits – Another Sphere land card from the Phyrexia: All Will Be One set. Enters the battlefield tapped. It can tap for one black mana. Tap a black, a generic, and sac The Dross Pits to draw a card.
- The Fair Basilica – The white mana Sphere land card from Phyrexia: All Will Be One. Enters tapped. Tap to produce one white. Additionally, you can tap, pay a colorless and a white, and sacrifice it to draw a card.
- The Hunter Maze – The green mana Sphere land from Phyrexia: All Will Be One. Enters the battlefield tapped and can be tapped to add one green mana. For one colorless and one green, along with tapping and sacing, you can draw a card.
- The Surgical Bay – This one's the blue Sphere land from Phyrexia: All Will Be One. It enters the battlefield tapped. It can tap for one blue mana. Also, tap, pay one colorless, one blue, and sac The Surgical Bay to draw a card.
- Tramway Station – A land card from the Streets of New Capenna set of Magic: The Gathering. Enters the battlefield tapped and can be tapped to produce either one black or one red mana. Also can tap it, 2 colorless, a black, and a red mana, plus sacrifice it draw a card.
- Voldaren Estate – A versatile land card from the Innistrad: Crimson Vow set, well-suited for Vampire-themed decks. You can tap it to add one colorless mana, or you can tap it and pay one life to generate one mana of any color, but this mana must be used to cast Vampire spells. For five colorless mana, which reduces by one for each Vampire you control, you can tap and sacrifice Voldaren Estate to create a Blood token. Discard a card and sac the token to draw a card.
- Waterfront District – A land card from the Streets of New Capenna set. Enters the battlefield tapped and can tap to provide either a blue or a black mana. It also has the ability to tap, pay two colorless mana along with a blue and a black, and sacrifice it to draw a card.
- Treasure Cove – The land transform side of the artifact Treasure Map. This land taps for a colorless, or tap it and sac a treasure to draw a card. This can lead to some serious draw with the right treasure token producing strategy.
Honorable mention for Reliquary Tower – While this land won't draw you any cards, it does give you no maximum hand size, so drawing as many as you want doesn't result in any discarding! Also taps for a colorless and is usable right away.
MTG Ravnica: Clue Edition Lands
To see the Clue Edition cards and packs, check out this write up by Wizards.
- Ballroom – Comes into play tapped and can tap to produce either white or black mana. Has an activated ability costing four generic mana and tapping, which allows you to “Investigate.” This mechanic creates a Clue token, an artifact you can later sacrifice with two generic mana to draw a card.
- Billiard Room – Another Investigate land card from Ravnica: Clue Edition that provides either black or red mana.
- Conservatory – The green or white mana Investigate land from Ravnica: Clue Edition.
- Dining Room – The red/green Investigate land from Ravnica: Clue Edition.
- Hall – The red and white mana Investigate land card from Ravnica: Clue Edition.
- Kitchen – The green/blue Investigate land card from Ravnica: Clue Edition.
- Library – The blue and red Investigate land card from Ravnica: Clue Edition.
- Lounge – The Golgari (black or green mana) Investigate land card from Ravnica: Clue Edition.
- Study – The blue and green Investigate land from Ravnica: Clue Edition.
- Secret Passage – Lastly, the blue/black Investigate land card from Ravnica: Clue Edition.
Cycle Lands:
Next up are lands that have the Cycling ability. I won't go deep into each one, but they all have some form of cycling which can be a boon if drawn later in the game when you don't need them, or, of course, for cycling strategies (toss in a Fluctuator and burn through your whole deck.) Some produce colorless or single-color mana. Others are dual lands, and yet others are triomes (can produce three different colors of mana) which are awesome for decks trying to cast multicolored cards.
The best part of some of these is that they have basic land types, even on dual and triple mana-producing cards! This means they can be fetched and ramped easier than most non-basics.
- Barren Moor – Taps for a black, cycles for a black.
- Blasted Landscape – Taps for a colorless, cycles for 2 colorless.
- Canyon Slough – Is a Swamp and a Mountain. Taps for a red or a black, cycles for 2 colorless.
- Desert of the Fervent – Taps for a red, cycles for a red and a colorless.
- Desert of the Glorified – Taps for a black, cycles for a black and a colorless.
- Desert of the Indomitable – Taps for a green, cycles for a green and a colorless.
- Desert of the Mindful – Taps for a blue, cycles for a blue and a colorless.
- Desert of the True – Taps for a white, cycles for a white and a colorless.
- Drifting Meadow – Taps for a white, cycles for 2 colorless.
- Fetid Pools – Is an Island and a Swamp. Taps for a blue or a black. Cycles for 2 colorless.
- Forgotten Cave – Taps for a red, cycles for a red.
- Indatha Triome – Is a Plains, Swamp, and Forest. Taps for a white, black, or green. Cycles for 3 colorless.
- Irrigated Farmland – Is a Plains and an Island. Taps for a blue or a white. Cycles for 2 colorless.
- Jetmir's Garden – Is a Mountain, a Forest, and a Plains. Taps for a red, a green, or a white. Cycles for 3 colorless.
- Ketria Triome – Is a Forest, an Island, and a Mountain. Taps for a green, a blue, or a red. Cycles for 3 colorless.
- Lonely Sandbar – Taps for a blue, cycles for a blue.
- Polluted Mire – Taps for a black, cycles for 2 colorless.
- Raffine's Tower – Is a Plains, an Island, and a Swamp. Taps for a white, a blue, or a black. Cycles for 3 colorless.
- Raugrin Triome – is an Island, a Mountain, and a Plains. Taps for a blue, a red, and a white. Cycles for 3 colorless.
- Remote Isle – Taps for a blue, cycles for 2 colorless.
- Savai Triome – Is a Mountain, a Plains, and a Swamp. Taps for a red, a white, or a black. Cycles for 3 colorless.
- Scattered Groves – Is a Forest and a Plains. Taps for a green or a white. Cycles for 2 colorless.
- Secluded Steppe – Taps for a white, cycles for a white.
- Sheltered Thicket – Is a Mountain and a Forest. Taps for a red or a green. Cycles for 2 colorless.
- Slippery Karst – Taps for a green, cycles for 2 colorless.
- Smoldering Crater – Taps for a red, cycles for 2 colorless.
- Spara's Headquarters – Is a Forest, a Plains, and an Island. Taps for a green, a white, or a blue. Cycles for 3 colorless.
- Tranquil Thicket – Taps for a green, cycles for a green.
- Xander's Lounge – Is an Island, a Swamp, and a Mountain. Taps for a blue, a black, and a red. Cycles for 3 colorless.
- Zagoth Triome – Is a Swamp, a Forest, and an Island. Taps for a black, a green, or a blue. Cycles for 3 colorless.
- Ziatora's Proving Ground – Is a Swamp, a Mountain, and a Forest. Taps for a black, a red, or a green. Cycles for 3 colorless.
Now that we're through all the lands, perhaps you've found what you needed, or perhaps you'd like to check mono-colored draw options? We have write-ups on the best mono black card draw, blue card draw, green card draw, red card draw, and white card draw too.
Creatures:
Eldrazi titans loom large in MTG history, known for their sheer might and the annihilator mechanic that obliterates opponents' permanents. There are even specific elements within the Eldrazi pantheon that can help replenish your hand.
Kozilek, Butcher of Truth – 10 colorless to cast, this 12/12 Eldrazi beatstick comes with Annihilator 4. If it dies you shuffle your graveyard into your library. Did I mention when it comes into play you draw 4 cards?!
Kozilek, the Great Distortion – Again a colorless cost of 10, but this time 2 have to specifically be colorless. When this version of Kozilek comes into play you fill your hand back up to 7 cards. Having the formidable Menace ability is a bonus, and this guy has the ability to discard a card and counter a spell with the same cost.
Sire of Stagnation – This is an interesting one for colorless card draw, because the card costs colored mana. However, it has the Devoid ability which makes it a colorless spell/permanent. It's a black, a blue, and 4 colorless for a 5/7 Eldrazi with a nasty ability. Whenever an opponent has a land enter under their control, they exile their top 2 from library, and you draw 2.
Endbringer – An Eldrazi that you have to pay 1 colorless, plus 5 more of any mana, this card untaps during each other player's untap step too! Tap him to do a Tim damage. Tap him and a colorless so target creature can't attack or block. Tap him and 2 colorless to draw a card. He's also a 5/5 dude.
Matter Reshaper – Upon death this 3/2 Eldrazi either replaces itself on the battlefield, or draws you a card
Wretched Gryff – Having the interesting character type of Eldrazi Hippogriff you could play it for 7 colorless, and this 3/4 flyer has the Emerge ability of a blue and 5 colorless. It's also a cantrip and when you play it, you draw a card.
Deepfathom Skulker – This Eldrazi costs a blue and 5 colorless, but has the devoid ability making it colorless. While it's in play if one of your creatures deals combat damage to a player, you draw a card. It can also make one of your dudes unblockable until end of turn.
Planeswalkers:
Karn, Scion of Urza – This Karn is a starting 5 loyalty Planeswalker whose first 2 abilities provide card advantage. His ultimate will pump out a construct with power and toughness equal to artifacts you control.
Ugin, the Spirit Dragon – Ugin's first 2 abilities are nothing to scoff at. in fact the second can utterly crush the current battlefield. And that ultimate… Drool. Gain 7 life, draw 7 cards, put 7 permanents from your hand onto the battlefield. The nastiness this card can unleash at a commander table is obscene.
Ugin, the Ineffable. A colorless planeswalker that plays nicely with your Eldrazi friends. His ability to reduce the cost of colorless spells is a boon when you're eyeing that high-cost Eldrazi in your hand. Moreover, when Ugin's +1 ability is activated, you not only get a 2/2 Spirit but also card advantage upon that token's demise.
Sorceries:
Introduction to Prophecy – A 3 colorless mana cost Sorcery – Lesson, scry 2 and then draw a card.
Rise of the Eldrazi – A sorcery costing 3 colorless and 9 of any color/colorless, if this card hits it hits hard. Destroy a permanent. Pick a player to draw 4 cards. Take an extra turn. And this spell can't be countered.
Dungeons:
Dungeon of the Mad Mage – A dungeon with a couple possibilities to scry and to draw.
Lost Mine of Phandelver – This dungeon may allow you to scry, create a treasure, or draw.
Undercity – This dungeon features options to scry, draw, or tutor from your top ten cards directly into play.
Akin to colorless card draw, you may find our write up on colorless tutor cards helpful as well!
Frequently Asked Questions
How do Eldrazi creatures facilitate card draw in colorless decks?
Eldrazi typically do not draw cards directly; however, some have abilities that can indirectly lead to card advantage. For instance, Kozilek, the Great Distortion lets you draw up to seven cards when it enters the battlefield, ensuring that your hand is full, which can be pivotal for maintaining momentum in the late game.
In terms of raw card draw power, which colorless cards outperform their colored counterparts?
Cards like Ugin, the Spirit Dragon and Kozilek, the Great Distortion can often compete with or surpass the card draw power of colored spells. And if you can pop off a Rise of the Eldrazi, goodnight.
Can you list some colorless cards that provide card advantage without directly drawing cards?
Absolutely. Cards like Karn, Scion of Urza and Ugin, the Ineffable from our list meet this criteria. There are several artifacts that would check this box as well.
What are the most efficient colorless card draw options for competitive play in MTG Arena?
In MTG Arena, efficiency is key, and one of the top options is Treasure Map which transforms into the land Treasure Cove that produces additional mana and card draw after accruing enough treasure counters.