Last updated on March 10, 2026

The One Ring - Illustration by Veli Nystrรถm

The One Ring | Illustration by Veli Nystrรถm

Drawing cards is a vital part of playing Magic. Itโ€™s one of the best game actions you can take; blueโ€™s access to some of the best card draw is partially responsible for its legacy as Magicโ€™s strongest color. But card draw appears all across Magicโ€™s color pie.

This includes colorless cards, though colorless card draw, which often comes from artifacts, can beโ€ฆ perilous. Any deck can play a colorless card, which leads to cards like Skullclamp and Reckoner Bankbuster catching bans for homogenizing Magic formats.

The world of artifact-based card draw expanded as Wizards becomesbecame more comfortable printing artifacts with colors, but it doesnโ€™t change the simple fact that artifacts are busted, especially once you chuck in card advantage. Letโ€™s look at the best artifacts to draw cards with!

What Is Artifact Card Draw in MTG?

Ichor Wellspring - Illustration by Steven Belledin

Ichor Wellspring | Illustration by Steven Belledin

Artifact card draw is any artifact that draws you cards. I mean, yeah, I know I'm wearing my Captain Obvious hat here, but that's about it. โ€œArtifactโ€ card draw is the same as any other type of card draw.

There's a bit of subtlety on the โ€œdrawingโ€ part, though.

Ichor WellspringSmothering Tithe

In MTG, card draw is defined as putting the top card of a playerโ€™s library into their hand. And, as far as the rules go, there's a difference between cards that literally say โ€œdrawโ€ in their text, and cards that say โ€œput a card into your handโ€ or some similar wording. Effects like Smothering Tithe will trigger in the first case (when the card literally says โ€œdrawโ€), but not in the latter, even when the text may instruct you to put cards in your hand from the top of your library.

But the above subtlety has nothing to do with the source of the draw effect. For all intents and purposes, drawing cards from an artifact's effect is the exact same as drawing cards from a green creature's effect, or a white enchantment's effect. Drawing is drawing; the source of the effect is irrelevant.

Honorable Mentions

Save for rare exceptions, for this ranking we focus on cards that draw (or have the potential to draw) at least two cards. That means that we'll exclude cantrips from this ranking, โ€œcantripsโ€ being the MTG slang term for cards that draw you exactly one card in addition to other effects โ€“ you may hear players saying cantrips โ€œreplace themselvesโ€ because you play them and you get a new card in your hand.

But a lot of great cantrips exist, so if what your deck is looking for is any good Magic card that happens to say โ€œdrawโ€ in its text, you may want to check these out.

Notably, there are a couple of artifacts that, while not putting extra cards in your hand, let you skim off the top, like The Reality Chip. We won't list them in this ranking, though they offer plenty of card advantage.

#45. Dreamstone Hedron

Dreamstone Hedron

One of several mana rocks that draw you 2+ cards, Dreamstone Hedron provides a ramp effect when needed and can be ditched for more cards when it's no longer useful.

#44. Mask of Memory

Mask of Memory

A cheap equipment with a Curiosity-adjacent effect, Mask of Memory is like a cheaper Sword of Fire and Ice thatโ€™s laser-focused on the draw part. Compared to the sword, it's cheaper, you dig twice as deep, and if your deck likes discard synergies then you get to pitch the exact card you need.

#43. Ichor Wellspring

Ichor Wellspring

Back in Odyssey, Magic hatched a cycle of โ€œeggโ€ artifacts like Darkwater Egg. Said yolky folks gave you a card when sacrificed, and given the success that egg decks had at the time โ€œeggโ€ became the MTG slang for sacrificial artifacts with a similar ability.

Ichor Wellspring ain't no proper egg in that sense (it has no built-in sacrifice ability), but assuming your deck hangs out with an entourage like Braids, Arisen Nightmare or Daretti, Scrap Savant and you can reanimate artifacts, you can draw a lot of omelets with this one.

#42. Cryogen Relic

Cryogen Relic

Cryogen Relic is another great โ€œeggโ€ artifact card that fits perfectly into a Simulacrum Synthesizer deck. Cryogen Relic plays like a Ichor Wellspring, except it has more upside with its sacrifice ability. This artifact gives you an ETB draw and then even more upside when sacrificed by a Repurposing Bay to start your simulacrum dominance!

#41. Marketback Walker

Marketback Walker

Marketback Walker provides you with a potentially large creature and potentially large card draw. It's worth the risk to try to get these potential windfalls. If you have the mana (or even better, proliferate), you can create a large creature and continue to pump it up, and you'll refill your hand when it dies. That said, it's susceptible to bounce and exile effects.

#40. Well of Lost Dreams

Well of Lost Dreams

Drawing cards and gaining life are unconnected effects at first glance, but they both share a tempo-negative nature: You spend resources to manipulate your hand or your life total, rather than your board. In this aspect, they can be synergistic: Gaining life can be one way to buy yourself time to put the drawn cards to good use.

Well of Lost Dreams excels in that aspect: A colorless card that probably fits black or white decks. If your deck already relies on life-gaining effects then this becomes an efficient, cost-effective draw engine.

#39. Reckoner Bankbuster

Reckoner Bankbuster

Though slow, Reckoner Bankbuster offers you at least three cards and some tokens at the end, though you can extract more cards with a bit of proliferation. What makes it busted is its nature as a vehicle. Pressure goes hand-in-hand with card draw; drawing three extra cards doesnโ€™t mean much if you canโ€™t back them up, so getting a massive beater to do just that is essential.

#38. Howling Mine

Howling Mine

Howling Mine (and similar iterations like Dictate of Kruphix or Kami of the Crescent Moon) is central to whatโ€™s known at Commander tables as โ€œgroup hug.โ€ In Commander lingo, thatโ€™s cards that provide a benefit to one or several of your opponents.

Howling Mine is the grandparent of them all, having seen the light of decks back in Alpha, and it does have an interesting catch that not all later iterations have: You can turn the hugs on and off, as long as you have ways to tap or untap the artifact as needed. Something like, say, an all-purpose Staff of Domination?

#37. Staff of Domination

Staff of Domination

Back in the old days, the Stick of Doing It All was potent enough to earn itself a ban in Commander. Those old days were more chivalrous times, when turn-4 wins were considered overly rudeโ€ฆ. But, as the song says, the times they are a-changinโ€™, and as much scarier things entered the chat Staff of Dominationโ€˜s EDH legality was restored.

As with several other artifacts in this ranking, this Swiss Army Stick wouldn't earn any gold stars just by its card-drawing power alone โ€“ but the ability to manipulate the board at instant speed, and being able to eventually provide card advantage when that's the best option, does make Staff of Domination one of the best artifacts that can draw cards in MTG.

#36. Lifecrafter's Bestiary

Lifecrafter's Bestiary

Green has a good amount of artifact hate, but it certainly doesnโ€™t loathe this one. One of the best green artifacts in Magic, Lifecrafter's Bestiary does a great impersonation of a permanent Glimpse of Nature, with a free scry on top every upkeep.

All for the modest price of 1 green mana. Truly a bargain for any true forest fan!

#35. Marina Vendrellโ€™s Grimoire

Marina Vendrell's Grimoire

Marina Vendrell's Grimoire provides a massive burst of card draw with the promise of more on the way if you gain some life, which isnโ€™t hard if you pair this with cards like Oloro, Ageless Ascetic and Cosmos Elixir. Though you might be better off playing this and feeding it to something like Sai, Master Thopterist or Legion Extruder to shrug off the downsideโ€ฆ.

#34. Midnight Clock

Midnight Clock

As noted in the Honorable Mentions, we've left some very popular mana rocks out of this ranking on grounds of them being cantrips rather than providing card advantage. But here's a mana rock that makes the cut: Midnight Clock is the uncommon case of a colored mana rock that provides ramp to blue, and that if timed properly can put you way ahead on cards.

Notice that our clock gets a counter every upkeep (both during your and your foesโ€™ turns), so in a 4-person table you have about three rotations to make Midnight Clock tick.

#33. Uthros Research Craft

Uthros Research Craft

Uthros Research Craft is a cheap spacecraft, and you get an easy benefit from a relatively small station number. When this card enters all you need to do is station 3 (tap creatures with a total power of 3) to start drawing cards. This artifact-fall trigger will draw you a ton of cards, and once this spacecraft is fully stationed, you get a potentially massive flying creature.

#32. Alhammarret's Archive

Alhammarret's Archive

Alhammarret's Archive doesn't draw cards itself, but it's a Doubling Season for any draw effect you put in play.

It works well in decks that want to draw a lot of cards by also doubling life-gaining effects that may buy you the time you need to actually get to play those cards. An effect that decks with commanders such as Queza, Augur of Agonies or Well of Lost Dreams may be very interested in.

#31. Yes Man, Personal Securitron

Yes Man, Personal Securitron

Who doesnโ€™t love group hug? Yes Man, Personal Securitron makes sure everybody gets a crack at the cards. It requires a touch of political finesse to assure it comes back your way โ€“ a great bargain would be trading it to the player whoโ€™s falling behind โ€“ but it adds interest to the board state and often sparks interesting deals that you wouldn't get otherwise. And the Wild Card ability promises that you get the most out of the deal, even if thatโ€™s just a couple of tokens to begin rebuilding after God sneezes across the battlefield.

#30. Hearthhull, the Worldseed

Hearthhull, the Worldseed

The mono-colored Uthros card above was good, but the multi-colored spacecrafts are even better. Hearthhull, the Worldseed turns land-sac into powerful card draw. On top of the card draw, you can play additional lands to avoid getting too far behind the curve. As far as spacecraft station requirements, this card is easy to satisfy and works in land-sac decks alongside cards like Szarel, Genesis Shepherd.

#29. Bident of Thassa

Bident of Thassa

One of the best blue artifacts you can find, Bident of Thassa turns all your creatures into cats, ready to die of Curiosity.

Bident of Thassaโ€˜s main effect suits decks with evasive creatures and/or lots of cheap creatures that you don't mind sending forth as lemmings, but its activated ability can also pave the way for bigger threats.

#28. Scrawling Crawler

Scrawling Crawler

Letting your opponents draw cards typically works against you, but Scrawling Crawler makes an argument for it. First off, this has less downsides than your average Howling Mine since you get the first crack at the additional card.

And the burn can add up quickly, especially if you pair this with wheels and other forced draw effects. It could even be a great punishment for players in your EDH games who get greedy with the card draw.

#27. Idol of Oblivion

Idol of Oblivion

If you have a way to generate tokens (which, in Magic, are legion), Idol of Oblivion becomes a solid once-per-turn draw engine. It gets even better if you have ways to untap it and create tokens during your foes' turns.

Then it calls for the big, bad Eldrazi token to add some extra punch!

#26. Hedron Archive

Hedron Archive

Hedron Archive is yet another mana rock with a built-in sacrifice-to-gain-cards ability, but makes the cut in our ranking since it provides card advantage.

#25. Curie, Emergent Intelligence

Curie, Emergent Intelligence

Look gang, weโ€™ve broken Phyrexian Dreadnought! Curie, Emergent Intelligence has incredible potential. Blueโ€™s combat tricks focus on making creatures bigger, like Serpentine Ambush and Wings of Velis Vel; thereโ€™s also a host of artifact creatures worth copying, from the humble Construct to the ridiculous Kappa Cannoneer. Curie needs support to be worth running, but the one-two punch of pressure and card draw is worth the scaffolding.

#24. Vanquisher's Banner

Vanquisher's Banner

Only a good fit in typal decks, but in those cases, holy heck does this banner fly high!

Vanquisher's Banner provides pretty much all you want from a support artifact: an anthem effect lord effect and a very solid draw engine to go along with it.

As noted, not every deck will be able to wave this banner. But in any deck with a strong typal synergy that doesn't need an ultra-low curve, Vanquisher's Banner is just plain great.

#23. Mind's Eye

Mind's Eye

If we go purely by card-drawing efficiency, Mind's Eye is one of the greatest artifacts for Commander, letting you draw at the very least three extra cards per turn as long as you have available mana. If you need a no-frills draw engine and don't care for anything else, Mind's Eye is a very efficient option.

#22. Jackdaw

Jackdaw

Jackdaw has a ludicrous ceiling. Many of redโ€™s โ€œdiscard your hand, then drawโ€ effects only get two or three cards, but this brig has practically no limits. A dedicated artifact deck floods the board with all manner of shiny baubles, from cheap artifacts like Mishra's Bauble and Mox Amber to various tokens like Thopters, Treasure, and Clues. Iโ€™d never consider this as my only artifact, but it looks fantastic for any deck that consistently has three or more in play.

#21. Scroll Rack

Scroll Rack

Scroll Rack may be a contentious inclusion in this ranking because, technically speaking, Scroll Rack doesnโ€™t draw you any cards but rather puts them in your hand.

This will be a negative for decks with payoffs that specifically want you to draw cards, but on the other hand your foes won't be able to target your draws. Smothering Tithe or Narset, Parter of Veils, for example, won't work against Scroll Rack.

Note that activating Scroll Rack won't provide card advantage (you end up with the same amount of cards in your hand), but it provides excellent card filtering along with any shuffling or scry effect.

#20. Iron Spider, Stark Upgrade

Iron Spider, Stark Upgrade

The Marvelโ€™s Spider-Man set gave us a ton of great artifacts, including artifact card draw. There are many to choose from, but for these rankings, Iโ€™ll highlight Iron Spider, Stark Upgrade. This artifact fits perfectly into the curve of many artifact decks that look to mass pump. You can give all your artifact creatures and vehicles a +1/+1 counter each turn, and then turn those counters into card draw after combat. The mass pump and repeatable card draw make this card spidey-tastic!

I was this close to including SP//dr, Piloted by Peni and Biorganic Carapace in these rankings, but chose to only include one Spider-Man card. These artifacts potentially provide a ton of card draw based on the number of modified creatures you control.

#19. Nexus of Becoming

Nexus of Becoming

Nexus of Becoming does far more than simply draw cards. Once you land this, you can cheat token copies of even bigger cards like Portal to Phyrexia and Archon of Cruelty into play. Though slow, it takes over games with a compelling sense of inevitability, especially if you sneak a token doubler into the mix.

#18. Horn of Greed

Horn of Greed

Like all cards that provide a symmetrical effect, Horn of Greed is excellent in decks that are ready for it. Pair it with the likes of Exploration or Azusa, Lost but Seeking and you have a great draw engine to find whatever it is youโ€™re ramping towards. It's also a great inclusion in decks that want to force foes to draw cards.

Note that you have to play the land; putting an extra land on the battlefield, like with a fetch land, won't trigger Horn of Greed.

#17. The Immortal Sun

The Immortal Sun

Like several other artifacts in this ranking, The Immortal Sun earns its place not just by its card-drawing effect (which, if taken in isolation, isnโ€™t that great for a 6-mana artifact) but by the whole package it provides.

When taken all together, what you have is a colorless Glorious Anthem with an unconditional discount on all your spells, on top of completely shutting down all planeswalkers.

#16. Font of Mythos

Font of Mythos

Font of Mythos provides a plain, clean group hug effect where everybody can enjoy your generosity, hopefully earning you some political credit as the player that helps folks find the cards they love to play.

Of course, good will alone wonโ€™t win you the game, so Font of Mythos will only be a good fit in decks that know what to do with the extra cards they draw (or how to punish foes for being flooded with cardsโ€ฆ). But as pure card draw effects go, this Font is one of the most efficient and straightforward.

#15. Temple Bell

Temple Bell

Yet another group hug effect, Temple Bell draws one less card than Font of Mythos but it's cheaper and you can turn it โ€œonโ€ at will.

#14. Herd Heirloom

Herd Heirloom

Herd Heirloom is a great green artifact for creature-centric decks. It provides mana early in your curve so you can ramp up to creatures like Goreclaw, Terror of Qal Sisma quickly. You can then give a powerful creature trample for card draw at instant speed. The reliability, mana upside, and card draw upside make Herd Heirloom a great card for green creature decks.

#13. Monument to Endurance

Monument to Endurance

Monument to Endurance is a crazy good artifact card to build around. You can discard cards with outlets like Artist's Talent and Raffine, Scheming Seer to get a multitude of advantages. Card draw and Treasure tokens ramp up your strategy, and the direct damage finishes the game. These effects work on any turn, which can hurt opponentsโ€™ strategies and ramp yours up immensely.

#12. Palantรญr of Orthanc

Palantรญr of Orthanc

Palantรญr of Orthanc presents foes with a choice that gets worse every passing turn, and can of course be made even nastier if you have effects that can put extra counters on it.

You'll need a deck that can make use of your milled cards to get the full value out of Palantรญr of Orthanc (above all early on, when your opponent is unlikely to let you draw), but once the counters start piling up the Palantรญrโ€™s often a free card per turn.

And the unconditional scry 2 every turn comes in handy to filter your draws.

#11. Coercive Portal

Coercive Portal

Coercive Portal is a weird case: a card that seems designed with multiplayer in mind, but one thatโ€™s great in 1v1 since you're guaranteed one free draw per turn if you want (since โ€œhomageโ€ wins if it's a tie).

Things get dicier (and arguably a whole lot more fun!) when several votes are in play. More often than not Coercive Portal will still be a free card draw, but the potential threat of โ€œcarnageโ€ winning the poll makes politics a lot more interesting.

#10. Wedding Ring

Wedding Ring

Wedding Ring is a single-target group hug effect that lets you and another players share your card-drawing and life-gaining fates; like Coercive Portal (and convenient marriages, one would add?), this Ring can also make politics a lot more engaging.

#9. Anvil of Bogardan

Anvil of Bogardan

One usual piece of advice to rookies is to read the card to know what it does, but it would be misguided here: Anvil of Bogardan used to say โ€œeach player skips their discard phaseโ€ but has received errata to say โ€œPlayers have no maximum hand size.โ€œ

A bit of a Howling Mine with its group hug effect and great in discard-heavy decks, Anvil of Bogardanโ€˜s current popularity is marred by its steep price: Being a Reserved List card and having seen no reprints since Visions, it carries a hefty pricetag.

#8. The Great Henge

The Great Henge

Most decks with big creatures play The Great Henge to keep doing what they love doing: ramping up and dropping even larger creatures (which this artifact makes huge!) while gaining life to stay in the game.

Drawing cards is just the cherry on top, but the whole package makes The Great Henge a โ€œDeal with this or dieโ€ threat โ€“ one of the best artifacts overall, probably the best green artifact in MTG, and among the strongest creaturefall cards.

#7. Chronicle of Victory

Chronicle of Victory

Chronicle of Victory is a new awesome typal artifact that should make its way into a ton of decks. This legendary artifact pumps a specific creature type you choose immensely, and provides card draw whenever you cast one of these spells. If you can get to 6 mana reliably, the artifact takes your board presence to another level and helps to finish off games with plenty of card draw to boost this presence.

Chronicle of Victory is screaming to be included in elf decks with their great mana ramp, vampires with their combat advantages like deathouch and flying, as well as shapeshifters who can always benefit from typal effects.

#6. Esper Sentinel

Esper Sentinel

Ah, Rhystic Buddy!

Esper Sentinel is white cosplaying as Rhystic Study. Opponents tend to underestimate this little artifact (I mean, it's just one card, right?) and keep playing their cards on curve until they realize you are wildly ahead in card advantage.

And it scales with the amount of players at a table, a hallmark of great Commander cards. Esper Sentinel is among the best card draw effects that white has access to, and a good fit in pretty much any deck that plans to play plains.

#5. Sword of Fire and Ice

Sword of Fire and Ice

A Curiosity saboteur effect with a Shock on top, and blue or red shenanigans just bounce off your creatures โ€“ what's not to love?

If we go strictly by suitability as a draw engine, Sword of Fire and Ice is nothing to be crazy about. If your deck really needs to see a lot of cards, then this particular sword will probably be a lot lower in your personal list. But if we're looking at great artifacts that draw cards, Sword of Fire and Ice is amazing in its Jack-of-all-trades-ness: Even expendable fodder turns into a must-kill threat when wielding this fiery blade.

And just in case, since protection is a tricky keyword: The bonuses that Sword of Fire and Ice provide do have synergy โ€“ protection from a color not only protects against removal, but also lets you bypass blockers from that color.

#4. Sensei's Divining Top

Sensei's Divining Top

Letting you filter your draws and peer into the future, Sensei's Divining Top is not just top-tier artifact card draw, it's one of the best colorless cards in Magic. Among other accolades, it's so powerful that it is, alongside Memory Jar and Skullclamp, the only other card in this list thatโ€˜s banned in Legacy, a format where Sensei's Divining Top pushed Miracles as one of the format's most dominant decks.

For starters, it's quite hard for opponents to get rid of Sensei's Divining Top once you play it, given its built-in โ€œtuck myself into the libraryโ€ ability. The draw is at instant speed, providing you with lots of tempo. And alongside Mystic Forge or other cards that let you play from the top of your library, plus some effect that reduces the cost of artifacts (such as Enthusiastic Mechanaut or Foundry Inspector) you can set up an infinite combo and draw as many cards as you want.

#3. Memory Jar

Memory Jar

Memory Jar is the delight of combo lovers, letting you dig deep to find your missing pieces. And itโ€™s among the best โ€œget out of jailโ€ cards when you're caught between a rock and a hard place: You draw a full new hand, and after you cast anything useful from it you get your old hand back.

On top of that, notice that you can tap it anytime (not just your turn), so in some spots you can disrupt your opponent's multi-step combo from going off.

This colorless Wheel of Fortune variant is, if you judge by bans, the scariest thing in our list: It's banned in Legacy, restricted in Vintage, and part of the Reserved List.

#2. Skullclamp

Skullclamp

Most of the best cards in this ranking cost between $20-40, but you can get Skullclamp for a fraction of that, thanks to its many recent reprints. If we were to judge cards in this ranking by their power/budget ratio, Skullclamp would most likely be #1.

This artifact has a fun story attached to it, too: Originally, Skullclamp was designed to give a +1/+1 buff, but before seeing print the Magic designers thought that such a buff would make Skullclamp too powerful and they changed it to +1/-1.

Enter any creator of X/1 creatures, from Sokenzan, Crucible of Defiance to Bitterblossom, and the -1 killing the creature as soon as you equip it turns Skullclamp into one of the best draw engines in the game. It was so good it was quickly banned, and remains to this day illegal in Modern and Legacy.

Budget-friendly to buy, cheap to play, works with big creatures and even better with small fodder โ€“ you can't go wrong with Skullclamp!

#1. The One Ring

The One Ring

Unless you just exclusively play Standard (and have been living under a non-Magic rock in the last few years), you may have heard of this little piece of jewelry: The One Ring from The Lord of the Rings: Tales of Middle-earth has had a huge impact in tons of different formats, from Modern (where it's now banned) to Arena-exclusive Historic.

The One Ringโ€˜s card draw ability is by itself excellent, but what makes it shine is that it buys you time. In general, drawing cards tends to be a tempo-negative play: You spend resources to get cards that you may use later, rather than affecting the board right now. The One Ringโ€˜s protection makes sure that โ€œfuture youโ€ will be alive to enjoy the fruits of the sacrifices that you're making right now on their behalf.

Best Artifact Card Draw Payoffs

Like all the best things in life, drawing cards is its own reward! With more card draw, you can control games with cards like Organic Extinction, play huge spells like Wake the Past, and get your big creatures and planeswalkers like Brudiclad, Telchor Engineer and Ugin, Eye of the Storms more reliably.

MTG games are at their core about resource management. By drawing cards you accrue more resources, and you have better odds of finding your best resources. Which, in turn, is often the key to winning, so a ton of decks include card drawing not because of any specific payoff for playing something that says โ€œdrawโ€, but because drawing cards is one of the most powerful things to do in Magic.

And as noted, there's no difference between artifact card draw and card draw from other sources (like blue instants, or white enchantments, or any other source). They all give you access to more, and hopefully better resources. What most artifacts in this list do provide is their colorless mana cost, the payoff being the ability to fit any deck regardless of mana base.

Niv-Mizzet, Parun

Still, that's not to say that Magic lacks specific payoffs for cards that say โ€œdrawโ€ โ€“ in case you're curious, we have a dedicated article about the best card draw payoffs in MTG. I'll drop word for one of the best of those payoffs, because I just freaking' love this pinging ol' dragon: Niv-Mizzet, Parun!

Beyond damage, you can get a few other decent payoffs. Iโ€™m always happy to turn my card draw into additional creatures, which puts payoffs like Homunculus Horde and Jolrael, Mwonvuli Recluse high on my list. Artifact-fall effects from cards like Moon Girl and Devil Dinosaur can double up on playing card draw artifacts. Mai and Zuko can also add an element of speed and deception to some of the cards above.

Tezzeret, Cruel Captain and Daretti, Scrap Savant are wonderful planeswalkers to include with all of these card-drawing artifacts, if possible.

Making massive threats is also appealing; this could be from cards like Toothy, Imaginary Friend and Kianne, Corrupted Memory that grow whenever you draw cards or from those like Psychosis Crawler and Tishana, Voice of Thunder whose power and toughness are equal to the number of cards in your hand. Even better yet, pump up to a hundred creatures with Baldin, Century Herdmaster.

Wrap Up

Sensei's Divining Top - Illustration by Michael Sutfin

Sensei's Divining Top | Illustration by Michael Sutfin

And thatโ€™s about it for card-drawing artifacts! There are hundreds of artifacts with โ€œdrawโ€ in their text box, so if what your deck needs isnโ€™t in this article, do try your luck searching around Scryfall a bit.

If you have further questions, let us know in the comments or stop by the Draftsim Discord for a chat.

And may your artifacts always draw you your wincons just in time!

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1 Comment

  • the lizard king October 21, 2025 2:44 pm

    this list should include bag of holding

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