argothian enchantress
2, Jun, 22

Top 12 MTG Best Green Card Draw

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We’re back with another top 10 list, but we’re focusing on Green card draw this time. Blue has a lot of cards offering to draw cards for a relatively cheap mana cost. Green doesn’t totally function on the same level. Green instead tends to offer splashy spells that can draw a lot of cards… as long as you meet the additional conditions of the card. Here we will be looking for how to get the best mileage out of one card instead of finding just the best rate per cards drawn. The power level of these cards simply don’t measure up to the blue ones, so these cards will benefit more in a game of EDH then a game of 1v1.

As a small aside, we will not be considering multicolored cards in this list. Without further ado, here is our take on the top 10 MTG best green card draw.

Honorable Mention: Fecundity and Heartwood Storyteller

fecundity

Fecundity Fecundity Fecundity Whenever a creature dies, that creature's controller may draw a card. is a powerful draw engine in a creature deck, but it draws cards for not just you, but everyone. Heartwood Storyteller Heartwood Storyteller Heartwood Storyteller Whenever a player casts a noncreature spell, each of that player's opponents may draw a card. is a bit less two-sided. If you load up on creature spells, then it allowing everyone to draw cards except for a player playing a noncreature spell becomes less of an issue. Regardless, these cards allowing everyone to profit makes them a bit ambiguous in power level. I didn’t really know where to put Fecundity Fecundity Fecundity Whenever a creature dies, that creature's controller may draw a card. or Heartwood Storyteller Heartwood Storyteller Heartwood Storyteller Whenever a player casts a noncreature spell, each of that player's opponents may draw a card. on our top 12 list, so I added them as an interesting honorable mention instead.

heartwood storyteller

12. Guardian Project

guardian project

Guardian Project Guardian Project Guardian Project Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card. is a card on our MTG top 12 best green card draw list that performs much better in Commander then in two player formats. The conditions for Guardian Project Guardian Project Guardian Project Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card. are very strict, but basically nonexistent in singleton formats. Guardian Project Guardian Project Guardian Project Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card. will draw a card every time a creature enters the battlefield, with some conditions. The conditions are that you cannot have any other creatures on the battlefield or in your graveyard with the same name.

Guardian Project Guardian Project Guardian Project Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card. , as a result, isn’t the best in two player formats. Its pretty common to be running multiple creatures that have the same name in them, since they’re likely some of the best cards to be playing in that format. Four mana for a card that does nothing on its own is also too high of an investment for a competitive format. The sheer potential for Guardian Project Guardian Project Guardian Project Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card. to turn each creature in your Commander deck into a cantrip is strong enough to place it on this list, but Guardian Project Guardian Project Guardian Project Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card. is held back by everything else.

11. Regal Force/Shamanic Revelation/Rishkar’s Expertise

rishkar's expertise

This section is for all the cards that allow you to draw cards equal to the number of other creatures you control. Each version of this effect generally comes with another upside of its own. These aren’t all the instances of this effect, but of the ones here, Rishkar’s Expertise Rishkar’s Expertise Rishkar’s Expertise Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
is the strongest. Being able to cast another five mana spell (or less mana) for free after refueling your hand can lead to some major tempo swings. That being said, Regal Force Regal Force Regal Force When this creature enters, draw a card for each green creature you control. does have the benefit of drawing off of itself at absolute minimum.

regal force

These cards need a lot of creatures on board for them to be worth it. As a general rule, I’m happy if I draw cards equal to these card’s mana cost, but am ok with drawing one less. There’s a lot of ways to break these, like running creatures that create multiple bodies, but having to include these in certain build-arounds holds them back a bit. There are other cards on this list that need build arounds, but require much less investment to play in terms of mana cost.

10. Compost/Multani’s Presence

compost
multani's presence

Here’s the section of bizarre cards that not a lot of people know about. These cards care a lot about what your opponent’s doing. In most situations, they don’t do anything at all. If the conditions do line up with these cards, however, they become absolutely ridiculous. Bury your opponents playing black in cards with Recycle Recycle Recycle Skip your draw step.
Whenever you play a card, draw a card.
Your maximum hand size is two.
. Imagine turning every single one of their cards into something that draws a card for you. Multani’s Presence Multani’s Presence Multani’s Presence Whenever a spell you've cast is countered, draw a card. is for the folks out there who hate getting their spells countered. If the blue player in your playgroup won’t let you be a Timmy and just play your big beefy boys, you can at least replace them.

Mana investment is super cheap, ensuring that these can come down whenever you see them. The only thing holding these back is that they’re essentially sideboard cards, albeit really good ones situationally.

9. Elemental Bond/Colossal Majesty/Garruk’s Uprising

garruks uprising

This is the category in our MTG best green card draw list where we put all the enchantments that care about your creature’s power. Some of these cards are strictly better than others, but are harder to trigger. Garruk’s Uprising Garruk’s Uprising Garruk’s Uprising When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
in comparison to Elemental Bond Elemental Bond Elemental Bond Whenever a creature you control with power 3 or greater enters, draw a card. is a good example of this. Elemental Bond Elemental Bond Elemental Bond Whenever a creature you control with power 3 or greater enters, draw a card. only cares about creatures that ETB after the card is cast, while Garruk’s Uprising Garruk’s Uprising Garruk’s Uprising When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
can draw a card based on creatures you already have when it ETBs. On the obvious other side of things, Elemental Bond Elemental Bond Elemental Bond Whenever a creature you control with power 3 or greater enters, draw a card. cares about creatures with at least three power, while Garruk’s Uprising Garruk’s Uprising Garruk’s Uprising When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
needs at least four power. Regardless, these enchantments are all relatively easy to trigger for green, since it cares about big creatures, are cheap to buy, and require a moderate investment of mana.

8. Runic Armasaur

runic armasaur

Here’s a creature that triggers off of a ton of things an opponent may want to do. It doesn’t always perform, but being able to draw a card off of any non-mana activated ability on a creature or land has a lot of potential. Having multiple opponents makes this card a bit more effective. Its a creature, so it is relatively easy to remove. Runic Armasaur Runic Armasaur Runic Armasaur Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card. in general seems to have a low ceiling into certain decks, holding it back a bit.

READ MORE: Wizards is Trying to Revive this Dead Format. Will it Work?

7. Greater Good

greater good

Greater Good Greater Good Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. is an enchantment that offers its owner to sacrifice creatures in exchange for cards equal to its power. The downside is that you have to discard three cards after drawing whatever you’re entitled to by Greater Good Greater Good Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. . This means that Greater Good Greater Good Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. works best in two situations: creatures with a lot of power, or deck synergies that care about the graveyard.

Put these two things together, and the most obvious answers are Uro, Titan of Nature’s Wrath Uro, Titan of Nature’s Wrath Uro, Titan of Nature’s Wrath When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
and Kroxa, Titan of Death’s Hunger Kroxa, Titan of Death’s Hunger Kroxa, Titan of Death’s Hunger When Kroxa enters, sacrifice it unless it escaped.
Whenever Kroxa enters or attacks, each opponent discards a card, then each opponent who didn't discard a nonland card this way loses 3 life.
Escape—{B}{B}{R}{R}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
from Theros Beyond Death. You can sacrifice these to Greater Good Greater Good Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. in response to their own sacrifice triggers if they haven’t Escaped from the graveyard. Draw six and discard three to refuel your hand and your graveyard, then Escape all over again.

Phytotitan Phytotitan Phytotitan When this creature dies, return it to the battlefield tapped under its owner's control at the beginning of their next upkeep. is another card that synergizes well with Greater Good Greater Good Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. . Sacrifice to net four cards in your hand, and get it back on your next upkeep. Rinse and repeat.

Overall, the upsides to Greater Good Greater Good Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. are quite powerful. Being able to sacrifice a creature in response to anything will always be a powerful effect. The downside is, unless you actively want to be dumping your hand into the graveyard, you need creatures with high power in order to make Greater Good Greater Good Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. worth it.

6. Tireless Tracker

tireless tracker

Tireless Tracker Tireless Tracker Tireless Tracker Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
is a creature that cares about lands. Whenever a land enters the battlefield under your control Tireless Tracker Tireless Tracker Tireless Tracker Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
creates a clue token. Tireless Tracker Tireless Tracker Tireless Tracker Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
also gains +1/+1 counters whenever you crack a clue.

This isn’t pure card draw. The drawn cards come from the clue tokens that you sacrifice. There’s a bit of an extra cost here as a result, but the cards has seen competitive play for a reason. Landfall, in general, is a pretty low requirement to get some card draw. The body on Tireless Tracker Tireless Tracker Tireless Tracker Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
is also very relevant, giving it multiple angles to attack your opponents. The downside to this, like most creatures, is it’s very easy to remove. Generally, as long as you sequence your Tireless Tracker Tireless Tracker Tireless Tracker Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
before a land, you should at least get some value out of it. Use fetch lands to double the triggers on Tireless Tracker Tireless Tracker Tireless Tracker Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
.

READ MORE: Build-a-Bear Commander with this new Baldur’s Gate Mechanic

5. Beast’s Whisperer/Primordial Sage/Soul of the Harvest/ Zendikar Resurgent

zendikar resurgent

This section is for cards that care about creatures being cast once they’re on the battlefield. Of all of these, Zendikar Resurgent Zendikar Resurgent Zendikar Resurgent Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
is easily the most powerful. While the mana cost is quite heavy, Zendikar Resurgent Zendikar Resurgent Zendikar Resurgent Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
doubles your mana and draws cards whenever a creature is cast. This gives you the resources to draw a bunch of cards as long as your deck has a bunch of creatures.

beast whisperer

Other cards with this ability, like Beast Whisperer Beast Whisperer Beast Whisperer Whenever you cast a creature spell, draw a card. , come down a lot earlier then Zendikar Resurgent Zendikar Resurgent Zendikar Resurgent Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
does. There are other even smaller cards that do things like this with extra conditions, like Edgewall Innkeeper Edgewall Innkeeper Edgewall Innkeeper Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.) . That card has been proven to be extremely powerful given the right shell, but is definitely a build-around. Generally, the smaller mana cards with more stringent deck requirements are better in 1v1 formats, while cards with less requirements are better for Commander.

4. Glimpse of Nature

glimpse of nature

Cast Glimpse of Nature Glimpse of Nature Glimpse of Nature Whenever you cast a creature spell this turn, draw a card. , then run out a bunch of creatures in the same turn. Its a reasonable play, since Glimpse of Nature Glimpse of Nature Glimpse of Nature Whenever you cast a creature spell this turn, draw a card. only costs one mana on its own. You need to do everything in one turn for Glimpse of Nature Glimpse of Nature Glimpse of Nature Whenever you cast a creature spell this turn, draw a card. to be worth it, but in a deck with a bunch of small creatures, this can draw a ton of cards. This card requires a lot of creatures in hand, but does not require any on board investment (besides mana) or for your opponent to do anything in particular.

Playing zero mana creatures, or having abilities that reduce creature costs on your board to zero, is a quick way to turn Glimpse of Nature Glimpse of Nature Glimpse of Nature Whenever you cast a creature spell this turn, draw a card. from being good to busted. It does need some setup, but if set up correctly, will win the game outright. These types of decks are typically called Cheerios, and have seen play in competitive formats in the game’s history. In its prime, Glimpse of Nature Glimpse of Nature Glimpse of Nature Whenever you cast a creature spell this turn, draw a card. was a rather consistent turn 3-4 win deck in Modern that used a lot of cheap elves, Green Sun’s Zenith Green Sun’s Zenith Green Sun’s Zenith Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library. and Regal Force Regal Force Regal Force When this creature enters, draw a card for each green creature you control. to win games in the blink of an eye.

READ MORE: MTG Baldur’s Gate Commander Decks

3. Argothian Enchantress/Eidolon of Blossoms/Other Enchantress Effects

argothian enchantress

If the cards in this category were split up, they would end up taking the entire mtg best green card draw list to themselves. Enchantress effects like the cards shown here are cards that draw you a card each time you cast or play an enchantment. This, essentially turns your enchantments into cantrips. Enchantress decks are strong enough to see both Commander and competitive play in two player formats. There is enough variety between different enchantress cards that you can run a good amount of them in a singleton deck. The stronger enchantress cards, like Argothian Enchantress Argothian Enchantress Argothian Enchantress Shroud (This creature can't be the target of spells or abilities.)
Whenever you cast an enchantment spell, draw a card.
and Enchantress’s Presence Enchantress’s Presence Enchantress’s Presence Whenever you cast an enchantment spell, draw a card. will see multiple copies competitive enchantress decks that can legally play them. Need some context? Historic Selesnya Enchantress dominated the New Capenna Championship.

Eidolon of Blossoms

A small aside, Eidolon of Blossoms Eidolon of Blossoms Eidolon of Blossoms Constellation — Whenever this creature or another enchantment you control enters, draw a card. is a bit unique to other enchantress spells in this section. The norm for enchantress cards is that they care about your enchantment spells being cast. That is not the case for Eidolon of Blossoms Eidolon of Blossoms Eidolon of Blossoms Constellation — Whenever this creature or another enchantment you control enters, draw a card. . It only cares about enchantments entering the battlefield, which is a huge advantage. First and foremost, it means that Eidolon of Blossoms Eidolon of Blossoms Eidolon of Blossoms Constellation — Whenever this creature or another enchantment you control enters, draw a card. will draw a card off of itself since its an enchantment creature. Its also capable of drawing cards off of artifacts that are flickered, or brought onto the battlefield via other means, like with a Replenish Replenish Replenish Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.) , for example.

2. The Great Henge

the great henge

The number three versus number two position on our top 10 MTG best green card draw list is a real coin flip. Both of these cards/categories are incredibly strong. The Great Henge The Great Henge The Great Henge This spell costs {X} less to cast, where X is the greatest power among creatures you control.
{T}: Add {G}{G}. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
is an absolute unit of a card on its own. Since it does so many things besides drawing a ton of cards, it takes the number two spot.

The mana cost on The Great Henge The Great Henge The Great Henge This spell costs {X} less to cast, where X is the greatest power among creatures you control.
{T}: Add {G}{G}. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
may look intimidating, but don’t let it fool you. The Great Henge The Great Henge The Great Henge This spell costs {X} less to cast, where X is the greatest power among creatures you control.
{T}: Add {G}{G}. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
‘s mana cost is reduced by X generic mana equal to the greatest power among creatures you control. Lovestruck Beast Lovestruck Beast Lovestruck Beast This creature can't attack unless you control a 1/1 creature. allowed for The Great Henge The Great Henge The Great Henge This spell costs {X} less to cast, where X is the greatest power among creatures you control.
{T}: Add {G}{G}. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
to rise to prominence during its time in Standard. Being able to power out a turn four artifact that ramps, gains you life, grows your creatures, AND draws you cards is way too much.

You do still need creatures for The Great Henge The Great Henge The Great Henge This spell costs {X} less to cast, where X is the greatest power among creatures you control.
{T}: Add {G}{G}. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
to draw cards, but it even helps you play the creatures so that you can draw more creatures. This is an incredible Commander staple that can still tango in 1v1, and is an absolute must for your commander collection.

READ MORE: Top 10 Blue Card Draw

1. Sylvan Library

sylvan library

Here’s the poster card for our MTG best green card draw list. It comes down early for only two mana and draws cards without a requirement. You do need to pay life for the cards you may choose to draw, but Sylvan Library Sylvan Library Sylvan Library At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library. only needs itself to draw you some card advantage.

Instead of drawing a card for turn at your upkeep, Sylvan Library Sylvan Library Sylvan Library At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library. instead allows you to look at the top three cards of your library, add any number of them to your hand, and put the rest back on top of your library in whatever order you please. If you choose to keep more then one card from the library, pay four life for each extra card you keep.

This card plays very well with shuffle effects. See a card you don’t like? Instead of paying four life for it to get it out of the way, choose to put it back and shuffle it away. Personally, I play this card in Commander decks that care about manipulating the top of my deck. Knowing what I’m going to flip the following turn off of The Prismatic Bridge The Prismatic Bridge The Prismatic Bridge Vigilance
{T}: Add one mana of any color.
Other legendary creatures you control have vigilance and "{T}: Add one mana of any color."
is generally something that can be game ending.

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