Posted by Robert

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One thing that you can pretty much always use is more cards. Early game it allows you more options and flexibility; mid game you are provided with answers to threats; and late game, you are provided with more fuel.

Now, if you’re playing blue or black, you’ve got lots of great options for card draw. Phyrexian Arena, Necropotence, Bloodgift Demon, Blue Sun’s Zenith, Rhystic Study, Azure Mage, Standstill, Consecrated Sphinx…I could go on.

But what about the other three colors? White, Red, and Green—collectively referred to as Naya—have a hurdle to jump. Whether it’s through raw card draw, a boost to card quality, or tutor effects, there are ways that these colors can keep up with even the best of blue and black’s arsenal. I’m going to try and point out some cards that you might not know about. Most people are aware of Mind’s Eye and Staff of Nin, for example, so I won’t point those out; but maybe I’ll point out one of your personal favorites!

Artifacts

Book of Rass – This is a personal favorite of mine, basically allowing every color access to [CARD]Greed[CARD], replacing the black activation cost with 2 colorless. It doesn’t require tapping, either, meaning you can activate this as much as you choose, life and mana permitting.

Diviner’s Wand – A staple in many Wizard tribal decks, this little equipment can easily go into other decks, including a lot of Voltron decks. Again, you don’t need to tap to activate its ability, and each time you do draw a card, the creature you have equipped gets a nice little bonus.

Illuminated Folio – But Robert, you say, those costs are so restrictive! How can I draw a card for less? Well, Illuminated Folio has you covered there. For the bargain price of 1 and some information, you get a card. Limited by its ability to tap and what you have in your hand, it’s still a cool option.

Moonring Mirror – This card would require a specific set up to optimize it, but it basically lets you draw an extra card every time you would draw one. There are a lot of cool things you can do with mass/group discard and this card, and also protect things in your hand from nasty discard and theft effects. Note, of course, that if the Mirror gets destroyed, you lose whatever cards you had exiled.

Crystal Ball and Darksteel Pendant – These are my go-to replacements for Sensei’s Divining Top, since I don’t have one and have no desire to own one. These nifty little trinkets allow you to sift through your dead draws and get closer to what you actually need. They don’t actually draw you cards, but by increasing your card quality they help to alleviate the burden that non-card drawing colors toil under.

Green

Green is the tertiary card drawing color, with the caveat that its draw is connected to creatures (and, rarely, lands). Don’t forget that land ramp is a form of card quality advantage, as that’s one less land for you to draw when what you really need is a Creeping Corrosion.

Drumhunter – It’s a mana dork and an extra card every turn in one convenient package!

Elfhame Sanctuary – This is not strictly speaking draw, but it does let you consistently hit land drops if that’s your thing. Combine with something like Seer’s Sundial for hilarity.

Overwhelming Instinct – Certainly not right for all decks, but it’s fairly cheap to cast and can net you several cards over the course of a game.

Primitive Etchings and Rowen – These are a de facto mirrored pair. It’s a trade of information for cards; I personally would usually rather have the cards.

Snake Umbra – Green has access to the Ophidian ability nowadays, and there are other options out there, but this Aura goes onto any creature of your choice, not to mention the handy Totem Armor ability.

Symbiotic Deployment – This one is probably best served in a weenie tokens deck, but you could theoretically drop this, draw seven or eight cards, then destroy it.

Red

Red probably has the hardest time of any color drawing raw cards. While looting is being very quickly integrated into the color, there’s just not a lot outside of Wheel of Fortune-style effects.

Fiery Gambit – Probably requires something like Krark’s Thumb to be truly effective, but I think it’s a cool card that would easily see some play.

Goblin Lore – This is a form of what would now be called “blue” looting; that is, you draw first, discard after. Of course, red has to come and muck things up by making the discard random. This card is in no way to be considered good, but I personally like it because of the artwork and the original Portal Second Age flavor text. Also this was one of my first cards, so maybe that has something to do with this making it on the list…Actually, now that I think about it, Library of Leng is a card.

Knollspine Dragon – This is a very good pseudo-wheel effect. Assuming your hand is empty or nearly empty, you can basically end up drawing a crap ton of cards and get a large dragon to boot.

Mindmoil – A one-sided Teferi’s Puzzle Box, Mindmoil allows you pseudo-quality. You’re not getting any more cards, but you’re getting different cards than the ones that were rotting in your hand.

Dangerous Wager – This gets a mention in that if it’s the only card in your hand it simply reads “draw two cards”. Still not great, but worth a look at.

Tibalt, the Fiend-Blooded – Not an unknown card by any stretch of the imagination, and has that super pesky random thing going on, but I personally love playing Tibalt. Monored doesn’t have a lot of options for recursion, so there’s definitely times that you want to not use him, but often you’re just happy to see if you get something better or not. Like Goblin Lore, combos with Library of Leng.

White

Almost as bad as Red, there are still a few cool options in White. Most of White’s better options are older land fetchers, but there’s also a lot of really great cantrips you can check out.

Abeyance – Not a repeatable effect, but a very useful card at a reasonable cost, Abeyance also cantrips.

Armistice – This one, however, is repeatable, and what’s three life to one opponent really going to cost you? Take note that this also doesn’t tap.

Inheritance – Repeatable but with a very large timing restriction. It can be super useful recovering from a board wipe; the fact that white has the most/best board wipes does not go unnoticed.

Gift of Estates and Weathered Wayferer – These are both mini [CARD]Land Tax[CARD]es. Gift of Estates is a one-shot, but it’s super efficient for the cost; Weathered Wayferer is in fact repeatable. These are restricted in that they only get you plains, but not only is it a card you didn’t have before, it’s also one less land you could potentially draw later.

Endless Horizons – This card is a clear descendent of the two previous cards, allowing you to fetch any number of plains cards. The catch here is that you only get one of the fetched cards per upkeep; however, that’s still two cards per turn, and you’ve probably yanked between ten and twenty lands out of your deck in the process, which will facilitate drawing nonlands in the coming turns. Obviously, be careful to not screw yourself—only take out as many lands as you think you’ll conceivably draw and/or won’t need.

Truce{/CARD] – Probably worse than [CARD]Temple Bell. Meh, I think it’s cute.

 

I hope I’ve pointed out some options for keeping your hands ever full. If you have any other cool, techy suggestions, point them out in the comments.