Last updated on December 11, 2024

Psychosis Crawler - Illustration by Stephan Martiniere

Psychosis Crawler | Illustration by Stephan Martiniere

Drawing cards is one of my favorite things to do in Magic. It’s one of the strongest game actions you can take, since the cards in your hand represent your options at any given moment. Card advantage is one thing, but another important element in deck building is synergy. The key is choosing Magic cards that work together and make each other better. If drawing cards is important, and synergy is important… what synergizes with drawing cards?

What Are Card Draw Payoffs in MTG?

Dream Trawler - Illustration by Jesper Ejsing

Dream Trawler | Illustration by Jesper Ejsing

Card draw payoffs are cards that reward you for drawing cards. They typically say something along the lines of “whenever you draw a card” or “when you draw your second card each turn.” These payoffs are often blue cards, since unconditional card draw is generally a blue effect. It’s important to note that these are different from card draw enablers, the effects that actually cause you to draw cards. There are countless ways to draw cards in Magic – enablers can be anything from Opt to Skullclamp.

#31. Teferi’s Tutelage + Sphinx’s Tutelage + Psychic Corrosion

These don’t have much of a home these days outside of mill decks in Commander. Teferi's Tutelage is my favorite of the bunch – that enters trigger makes a lot of difference. Comparatively, Sphinx's Tutelage and Psychic Corrosion offer less immediate value for the mana, but they still get the job done.

#30. Ominous Seas

Ominous Seas

Ominous Seas is too low impact to make a splash in any Constructed format. It’s only really playable in Commander if you’ve got tons of synergy to back it up. In most cases, this is only going to make one or two tokens a game, those tokens are going to spend their time eating chump blockers until someone wipes the board, and you’ll be left disappointed.

#29. Starscream, Power Hungry / Starscream, Seeker Leader

Starscream, Power HungryStarscream, Seeker Leader

The flavor and gameplay experience of Starscream, Power Hungry is on point. Unfortunately, it doesn’t do enough to be particularly powerful. The front half doesn’t deal that much damage, and the back half gives the monarchy to another player, allowing the entire table to wear the crown before you get the chance.

#28. Duelist of the Mind

Duelist of the Mind

Nathan Steuer's player spotlight card Duelist of the Mind is an underwhelming blue creature. It can definitely attack for a lot of damage, but inconsistently. The “once per turn” clause on its triggered ability makes it impossible to break, and the card as it stands is almost too fair. It doesn’t actually generate any value, and the payoffs it offers are minimal.

#27. Shabraz, the Skyshark

Shabraz, the Skyshark

Even in the command zone, there are better options for this style of effect than Shabraz, the Skyshark. It can definitely get pretty big, but 5 mana is overcosted. Most of the other notable cards with this ability even have payoffs when they die, making Shabraz underwhelming in comparison.

#26. Irencrag Pyromancer

Irencrag Pyromancer

I like Irencrag Pyromancer at a Commander table with lots of creatures to remove. If your playgroup is constantly casting creatures that need to be dealt with ASAP, I can see it being valuable to turn draw spells into single target damage. Otherwise, this 3-mana creature doesn’t really contribute much to a strategy. It just can’t consistently do enough damage to be worth spending 3 mana on it – I’d rather just play reliable removal spells.

#25. Improbable Alliance

Improbable Alliance

Improbable Alliance, like most of the “second card drawn” cards, is one that you’ll want to trigger on the opponent’s turns as much as possible. The mana sink makes this a better late game topdeck than many of the cards like it, too.

#24. The Watcher in the Water

The Watcher in the Water

The Watcher in the Water can make a ton of tokens if you can draw a lot of cards at instant speed. Unfortunately, the ultimate reward isn’t worth hedging your bets on. Make sure you’ve got lots of instant-speed card draw and ways to use the tokens.

#23. Knowledge Is Power

Knowledge Is Power

Five mana for an enchantment that doesn’t really do anything is a tough sell. Knowledge Is Power isn’t impossible to make work, but don’t expect the results to add up to a 5-mana enchantment's worth of value.

#22. Proft’s Eidetic Memory

Proft's Eidetic Memory

I really want to put Proft's Eidetic Memory higher, but it’s just relatively low impact. It’s never a dead card because it’ll at least replace itself. This legendary blue enchantment is best when it comes down on turn 2 as an early piece of a card-draw engine, since it’ll accumulate counters on your creatures over time. The later you draw it, the less likely it is to be an important factor in the game.

#21. Chasm Skulker

Chasm Skulker

As you draw cards, Chasm Skulker gets massive. It’ll quickly become a powerful threat, but one that the table thinks twice about before targeting with removal. Letting it get huge and then sacrificing it is also a smart line of play, since it’ll be followed by tons more sacrifice fodder.

#20. Kydele, Chosen of Kruphix

It’s a little difficult to get Kydele, Chosen of Kruphix generating lots of mana. The issue is that you usually have to spend mana to draw cards, so by the time you’ve drawn enough cards for its mana ability to be worth it, you’re probably running out of colored sources to use. Kydele does have a good bit of combo potential with untapping cards like Staff of Domination, but you still need to draw enough cards to get the combos online in addition to actually assembling the pieces.

#19. Minn, Wily Illusionist

Minn, Wily Illusionist

You’ll want to trigger Minn, Wily Illusionist as often as possible, including on your opponent's turns. You can use those illusions in combat or for value, and the death triggers allow you to cheat some mana costs on the permanents you draw.

#18. Jolrael, Mwonvuli Recluse

Jolrael, Mwonvuli Recluse

Jolrael, Mwonvuli Recluse is a solid 2-drop if you plan on drawing a lot of cards. You’ll want to make a cat token just about every turn to call that a good deal. Use it alongside a commander that can draw cards and take advantage of those tokens, Zimone and Dina for example.

#17. Detective of the Month

Detective of the Month

Detective of the Month is like a 3-mana Jolrael, Mwonvuli Recluse with a much better payoff. Unblockable detectives can add up to a good amount of damage. Combine that with effects like Enduring Curiosity and you’ll really get the cards flowing.

#16. Vodalian Wave-Knight

Vodalian Wave-Knight

Vodalian Wave-Knight is a hybrid typal card for strategies focusing on merfolk and knights. If this Azorius card () can stick around on the board, your army of creatures can get massive quickly. Drawing cards is, as always, something you want to do anyway. Your opponents will be scrambling for a board wipe, so close out the game quickly or find a way to protect the team.

#15. Teferi’s Talent

Teferi's Talent

I’m not particularly interested in the emblem-granting ability that Teferi's Talent gives planeswalkers. Giving any planeswalker the static ability from Teferi, Temporal Pilgrim is dangerous, though. You can pretty easily put this in any blue deck with a planeswalker commander. Commodore Guff and Elminster love this enchantment.

#14. Ethereal Investigator

Ethereal Investigator

I love cards like Ethereal Investigator. It’s a card draw enabler and payoff at the same time, which is more than welcome. I love the idea of blinking this card or using the Clue tokens for artifact synergies. The spirits it generates make for great blockers or sacrifice fodder, too. Ethereal Investigator is an absolute value machine in the right deck.

#13. Queza, Augur of Agonies

Queza, Augur of Agonies

Queza, Augur of Agonies can do some real work in the command zone. All you really have to do is draw cards, which isn’t exactly a tall task for an Esper commander (). This octopus advisor will reward you with plenty of life and slowly chip away at your opponents, while all you have to worry about is getting cards from the top of your library into your hand.

I’ll also use this spot to mention the similar but generally outclassed Psychosis Crawler, which can play a similar role in the 99.

#12. Elenda and Azor

Elenda and Azor

The difficult part of using Elenda and Azor in Commander is getting it to stick around. If you can, you’ll be making tons of tokens. It’s almost like Wizards of the Coast intentionally tried to design a commander that breaks Skullclamp in half – something they usually only do on accident.

#11. Teferi, Temporal Pilgrim

Teferi, Temporal Pilgrim

Creatures that get bigger when you draw cards become powerful threats quickly. Teferi, Temporal Pilgrim pumps those out in the form of 2/2 spirits. Since this blue planeswalker gains loyalty when you draw cards, it’s far easier to reach the ultimate than you might expect. Even if you don’t, you’ll be generating some dangerous threats turn after turn.

#10. Morska, Undersea Sleuth

Morska, Undersea Sleuth

Morska, Undersea Sleuth fuels its own triggered ability. That makes it trivial to trigger it on your own turn, but the real way to maximize Morska is to trigger it on the opponents' turns. It’s vulnerable to removal, so keep it protected while you draw cards and develop this powerful threat.

#9. Dream Trawler

Dream Trawler

A powerful control win condition from its heyday in Standard, Dream Trawler is a dangerous flying threat. It’s hard to get rid of, stabilizes your life total, and even blocks well. It’s the exact kind of creature a control deck needs.

#8. Homunculus Horde

Homunculus Horde

Homunculus Horde is like a card-draw version of Scute Swarm. Trigger it frequently and your army of homunculi will grow exponentially. Unlike Scute Swarm, it can only trigger once each turn. As a result, this card has a much lower ceiling. It can still get out of hand quickly, so be on the lookout for board wipes.

#7. Zimone and Dina

Zimone and Dina

The triggered ability on Zimone and Dina is nice but ultimately unimpressive. The activated ability is great, though. Sacrificing a creature to Growth Spiral is a solid deal. Once you have eight lands, which this helps you accomplish, the value of the tap ability is doubled. When that’s online, you can activate Zimone and Dina on another player’s turn for an extra trigger of the first ability, too.

#6. Kianne, Corrupted Memory

Kianne, Corrupted Memory

Flash is a powerful keyword. It can be a little unwieldy to use to maximum effect, but Kianne, Corrupted Memory lets you keep your mana open all the time. That means that this scaling threat is more protected than it might look. You can protect this Simic card () with countermagic if it becomes a target, but if it doesn’t, just cast your spells on the last end step before you untap to do it all again.

#5. Toothy, Imaginary Friend

Toothy, Imaginary Friend

Toothy, Imaginary Friend functions a bit like Chasm Skulker turned up a few notches. Paired with its partner Pir, Imaginative Rascal in the command zone, Toothy becomes a colossal commander damage-dealing threat that gets sacrificed for overwhelming card advantage at the first sign of danger.

#4. Niv-Mizzet, Parun

Niv-Mizzet, Parun

Niv-Mizzet, Parun isn’t only a solid Izzet card () in its own right, it also has a number of game-winning two-card combos. When one of the pieces of those combos is in your command zone, that’s a recipe for consistency. You’ll steal a lot of games just by sticking a Curiosity.

I’ll mention Niv-Mizzet, the Firemind here too. It’s not as powerful as a threat on its own, but most of the combo potential is still there.

#3. Sheoldred, the Apocalypse

Sheoldred, the Apocalypse

You simply can’t deny the raw power of Sheoldred, the Apocalypse. If it sticks around, it wins the game. In Standard, it plays an important role as a threat in midrange decks. In Commander, it’s incredibly powerful in the command zone or the 99. Honestly, regardless of circumstance, slamming this black creature on the table is probably a good idea.

#2. The Locust God

The Locust God

Like Niv-Mizzet, Parun, The Locust God is simultaneously a value engine and combo piece that can sit in the command zone until the perfect moment. Sage of the Falls starts an infinite combo easily. Plus, it comes back to your hand when it dies, skirting around commander tax.

#1. Teferi, Hero of Dominaria

Teferi, Hero of Dominaria

The thing that qualifies Teferi, Hero of Dominaria for this list is its ultimate. Obviously, if the ultimate goes off, you’ve got the game in the bag. That doesn’t happen too often, though. Either way, this Azorius card is one of the strongest control planeswalkers. There aren’t many 5-drops that you can cast on turn 5, draw a card with, and still hold up No More Lies mana at the end of the turn.

Best Card Draw Enablers

If you want the payoffs, you’ve gotta draw some cards. There are boundless options in this category.

When you’re playing cards that benefit from drawing, wheel effects are one of the most efficient ways to achieve value. Windfall and Wheel of Fortune are classics. There’s also cheap instants and sorceries that overperform in this department, like Faithless Looting and Brainstorm. Frantic Search allows you to keep going off and drawing cards.

There are also plenty of permanents that generate card draw, whether immediate or over time. Scrawling Crawler can guarantee you always draw two cards on your turn. Nekusar, the Mindrazer is a similar effect in a solid Grixis commander ().

Cards like Rhystic Study and Mystic Remora are staples in high-power Commander. If opponents don’t pay the tax, you’ll be swimming in card advantage. Faerie Mastermind can do more than its fair share as it leeches off of multiple opponents, too.

Teferi's Ageless Insight definitely reads like a 4-mana do-nothing enchantment, but it’ll likely be the MVP in every game it sticks around in. The most important factor is that it turns card-neutral or card-negative spells like those cantrips and wheels into genuine card advantage. When all your Opts are two-for-ones, that snowballs fast.

Wrap Up

Jolrael, Mwonvuli Recluse - Illustration by Izzy

Jolrael, Mwonvuli Recluse | Illustration by Izzy

If you’re a blue mage, you probably don’t need me to tell you that drawing cards feels great on its own. If you’ve learned anything here, though, it’d be that drawing cards feels even better when you’ve got payoffs attached. Just be ready for when there’s a card-draw punisher like Sheoldred, the Apocalypse on the other side of the table!

What’s your favorite payoff for drawing cards? Have you ruined someone’s day with Teferi, Hero of Dominaria’s ultimate? Let us know in the comments below or on the Draftsim Discord.

Thanks for reading, and until next time, stay safe – hold up some blue mana!

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1 Comment

  • Carlos Jose December 25, 2022 5:39 am

    I would like to see good payoffs at common for pauper and pauper cubes!

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