Magic: The Gathering is a game of resources, and managing these resources--life, time, mana, and cards--is key to success. In this article, I'll cover the top ten cards for drawing cards in the Commander format. Unlike 1v1 formats, Commander's multiplayer nature shifts the value of card draw spells, with repeatable card draw effects generally preferred over one-time draws due to the longer, more complex games. Of course, given that Commander is a format defined by your choice of general - the floor and ceiling of these cards vary in context. The list below will get more cards in your hand to ensure you'll have plenty of threats and answers in hand.
10. Last March of the Ents
While I did mention that most of the best card draw spells in Commander, this sorcery is a spell that can draw you a ton of cards AND help you put down bombs that will let you dominate the table. Last March of the Ents costs eight mana which is a big risk if it weren't uncounterable. In the proper build, which ideally would be a creature heavy deck with big back ends (Treefolk, dragons, or you know even, Eldrazi) this Green sorcery is not only a resource boost but a potential game ender.
9. Stinging Study
For five mana, this Black instant draws you X cards equal to the mana value of your commander. While you lose X life as well, the upside definitely offsets the downside. Imagine casting this with Kamahl, Heart of Krosa, The Ur-Dragon, or Progenitus in your command zone. Stinging Study isn't ideal in decks that use commanders with mana value less than five so that should guide you in your deck building.
8. Greater Good
This Green enchantment is pretty popular in reanimation or graveyard strategies as using its powerful activated ability requires you to discard four cards. But, you do that after you draw cards equal to the power of the creature you sacrificed. Greater Good is err good because it plays many different parts: sacrifice outlet, card draw engine, and a discard machine.
7. Wheel of Fortune
Our number seven is a red sorcery all the way from Magic's ancient past. Wheel of Fortune is a three-mana spell that makes each player discard their hands and draw seven cards. While this may help your opponents that have less than seven cards in hand, it may also disrupt their plans. This is why Wheel of Fortune is powerful and hard to use: knowing the right time to cast it is key. The floor on this? If you have zero cards in hand (after casting the sorcery) you get a full grip ASAP.
6. The Great Henge
This powerful legendary artifact is a nine-mana monster of a card draw machine. The cost is reduced by the greatest power among creatures you control so it can easily go down to an affordable cost. It draws you a card for every nontoken creature that enters on your side of the battlefield so flicker and reanimation strategies can also trigger this in addition to regular old casting. Oh, and they also get a +1/+1 counter. Oh! And The Great Henge can also tap for two Green and gain you two life. Whew, talk about power.
5. Esper Sentinel
The first and only creature on our list is also the cheapest in terms of mana value. At one mana, this 1/1 artifact Human Soldier draws you card - if your opponents doesn't pay X equal to Esper Sentinel's power. Increasing its power can also increase the chances of you drawing cards but its not really necessary. This one-drop puts a damper on all your opponents plans as they have to decide to give up tempo or mana or let you draw a card.
4. Necropotence
True swamp tappers know that real power requires a lot of sacrifice. In the case of Necropotence, this three-mana enchantment asks you to skip your draw step, exile cards that go into your graveyard, and pay life to get cards in your hand. But, the scaling here is off the charts as you can pay life equal to the number of cards you want drawn. Sure, you will get those cards on your next end step but that is a paltry price to pay for necromantic powers like no other.
3. Sylvan Library
Card draw with card selection is the best you can ask for outside of straight up tutors. Sylvan Library is the best at this as it's a two-mana Green enchantment that lets you draw the top three cards of your deck during your draw step. Then, you can pay four life to keep the second and third card of those. You can only keep one to mitigate the life loss but that's what makes Sylvan Library so good: you have options and the ability to choose. Also, this is also a plus for strategies that play on top deck manipulation.
2. Rhystic Study
Commander is a multiplayer format where it is usually played by at least four players, so a full turn with this enchantment out would get you at least three cards. Rhystic Study is Esper Sentinel but on steroids. It costs three mana and is in Blue but whenever your opponents so much as breath (read: cast any spell) they are presented with a choice: pay one mana or let you draw a card.
1. The One Ring
Before Tales of Middle-earth was released, Rhystic Study would have most definitely topped this list. However, this precious artifact gets a lot of points because it is generically powerful in any strategy and can be included in ANY deck given its colorless nature.
When you cast this bad boy, you are protected from everything until you next turn which means not a single opponent can so much as think about attacking you. Every upkeep you lose 1 life and put a burden counter on The One Ring. Burdensome right? But, once you tap the Ring, you draw a card for each counter it has. This can actually be enough to carry you to a win. Being indestructible makes this legendary artifact hard to deal with ensure that it tops this list.
Who Doesn't Love Drawing Cards?
Few things in Magic compare to the feeling of drawing extra cards, letting you grow stronger with every turn. Adding any of these cards to your deck can help ensure you're a force to be reckoned with in your next Commander game.