Any Suggestions for Mardu Draw Engines?

Commander Deck Help forum

Posted on Sept. 19, 2017, 2:48 p.m. by StopShot

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

RazortoothMtg says... #2

I like the new Mathas, Fiend Seeker. Unfortunately cant be reanimated by Alesha, and the card draw is sorta slow, but it makes people spend resources on eachother instead of you.

September 19, 2017 3:12 p.m.

Epidilius says... #3

Your Humble Defector + Homeward Path combo is better than you think, as the Defector doesn't get summoning sickness.

Tap, draw two, give to opponent

Tap Path, get control of Defector, tap again to draw more cards.

If you can get something that let's you untap Path each turn, in a 4 player game you can draw 8 cards a turn.

My suggestions are:

You could also run Mistveil Plains and Sunforger to combo with any instant or sorcery draw spells.

September 19, 2017 3:23 p.m.

StopShot says... #4

@Epidilius, That is incorrect, since you'll have to tap the defector to draw cards. After you tap the Homeward Path you do regain control of him, but he's tapped so you can't tap him again to draw four cards.

I didn't include Queen Marchesa, because with the monarch status you only draw one extra card on your turn just like Phyrexian Arena. The only issue is you can lose that card draw whereas Phyrexian Arena doesn't make you jump through extra hoops to maintain it.

I want to avoid one-use spells to draw cards, because a draw engine can keep you stocked for the entirety of a game or potentially draw more cards than one-use effects.

September 19, 2017 3:45 p.m.

greyninja says... #5

@StopShot is right about Homeward Path and Humble Defector. The Humble Defector stays tapped as he's passed from player to player. He only becomes untapped at the beginning of a turn or if an ability makes it so

Also, even if he does become untapped; he does not have haste. Two cards to reference would be Control Magic and Act of Treason. Notice how the red card specifically mentions untapping and granting haste. A creature which is stolen via Control Magic or taken back with Homeward Path cannot attack or utilize it's abilities the turn it comes under your control

Anywho, as to the original question, have you included Tymna the Weaver in the deck? She has a rare ability for orzhov creatures

Also, I use Isochron Scepter and Tainted Pact as an engine in one of my decks. Neither card is specifically in the deck to be used with the other, but when they are paired together it's music to my ears. I wouldn't suggest running Isochron Scepter unless you have 10-15+ relevant instants to use with it. Nobody likes dead draws

Above all, have fun!

September 19, 2017 4:08 p.m.

tpmains says... #6

Have you tried Outpost Siege?

September 19, 2017 4:15 p.m.

greyninja says... #7

True yea and Chandra, Torch of Defiance has a similar ability to Outpost Siege

September 19, 2017 4:41 p.m.

StopShot says... #8

@tpmains, greyninja, As I mentioned previously I'd want something that works better than Phyrexian Arena, though both cards mitigate the loss of life only one card exiled per turn is the same as drawing one per turn practically.

I do feel that if I were to make an exception to the one-use card rule for instants and sorceries I'd prefer to run Commune with Lava on my opponents end step instead and then I'd have multiple cards available for my next turn.

September 19, 2017 5:12 p.m.

Epidilius says... #9

That's my bad, I thought Homeward Path untapped as well.

I also took another look at summoning sickness rule, I always thought creatures only cared about when they were played, but they care about how long they've been controlled. That said, if you activate Path at end of your opponent's turn, you'll have Defector untap, and he will lose summoning sickness.

Finally, Mistveil Plains + Sunforger + any draw spell makes for a three card engine.

September 19, 2017 7:09 p.m.

DrukenReaps says... #10

Alhammarret's Archive + anything that draws one or more cards. Admittedly it seems bad, even more so if you don't have life gain but it has been an over performer in Divine Decree.

Erebos, God of the Dead just by himself draws very well. also very annoying for people that gain life.

Harvester of Souls + field wipes or just creature combat and spot removal.

Dragon Mage + Whispersilk Cloak is good when you want to refill your hand and just funny.

Mentor of the Meek + token gen or small critter that keeps coming back. Elspeth, Sun's Champion is an example.

Disciple of Bolas + Conjurer's Closet or Alesha, Who Smiles at Death.

Hopefully some of that helps.

September 19, 2017 7:16 p.m.

K34 says... #11

Are you going to insist on combos, or can it just be draw? Simply playing Damnable Pact could be good.

September 19, 2017 8:48 p.m.

Matt_The_OGRE says... #12

Alms Collector plus Anvil of Bogardan doesn't work. Your opponent draws a card for turn, then anvil triggers to draw a card and discard a card. This results in 2 separate instances of drawing 1 card.

Although, Alms Collector plus Font of Mythos would work. Also, any wheel effect (Wheel of Fortune, Dark Deal) would be sick with the collector.

September 19, 2017 11:42 p.m.

StopShot says... #13

@Matt_The_OGRE, Thank you for correcting my mistake. I learned something by looking into the rulings on this one.

September 20, 2017 12:48 a.m.

Razulghul says... #14

I didn't see it listed but I'm a big fan of Skullclamp/Mentor of the Meek and Bitterblossom. Necrologia is a tad expensive mana wise, but considering how many cards you can draw starting at 40 life I think its playable.

September 20, 2017 1:56 a.m.

asrafisakil says... #15

September 20, 2017 7:31 a.m.

asrafisakil says... #16

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