Cards that can increase your handsize without depleting your number of available Actions are referred to as non-terminal draw cards. They make a welcome addition to almost any engine strategy, in which large handsizes allow you to find and line up your key engine components. Many of them are helpful in Big Money strategies as well, but to a lesser degree: the +Action is less important in a Treasure-heavy Big Money deck, and they typically provide smaller handsizes than terminal draw cards.
 Lab variants
These usually draw a specified number of cards—typically a total of +2 Cards, occasionally more—and can draw any card. Some are restricted by only being able to increase handsize in certain circumstances—e.g., in the case of Wishing Well, if you correctly guess what card is on top of your deck—and if the condition is not met they will be simple cantrips. Cards in italics have been removed.
- Dominion: Laboratory
- Intrigue: Wishing Well
- Seaside: Caravan
- Alchemy: Alchemist
- Cornucopia: Menagerie, Hunting Party
- Hinterlands: Stables
- Dark Ages: Madman
- Guilds: Advisor
- Adventures: Lost City, Storyteller
- Empires: Encampment, Archive
- Nocturne: Den of Sin
 Fringe examples
These cards are not usually considered Lab variants, but can play that role in some decks:
- Tribute and Ironmonger can act as Lab variants depending on what card is on top of your opponent's deck or your deck.
- Shanty Town acts as a Lab variant if you have no Action cards in hand, but otherwise decreases handsize.
- Diplomat acts as a Lab variant if your handsize is small, but otherwise is terminal.
- Secret Passage is a non-terminal source of +2 Cards, but then you return a card to your deck, so it maintains handsize rather than increasing it.
- Native Village and Crypt both hide away cards, rather than drawing them, but can non-terminally add them to your hand.
- Wharf, Haunted Woods, Hireling and Enchantress are terminal when you play them, but have an effect on your next turn(s) resembling non-terminal draw.
- The River's Gift also resembles non-terminal draw.
- Apprentice provides non-terminal draw if you trash a card costing or more.
- City provides non-terminal draw if one or more supply piles are empty.
- Crossroads provides non-terminal draw the first time you play it on a turn, if there are multiple Victory cards in your hand.
- Cultist is technically terminal, but will allow you to play additional Cultists after it.
- Fugitive is a non-terminal source of +2 Cards, but its required discard means it maintains handsize, rather than increasing it.
- Expedition lets you pay for non-terminal draw at the end of your Clean-up phase.
- Lost Arts, when used on a terminal draw pile, turns that card into non-terminal draw.
- Pathfinding, when used on a cantrip pile, turns that card into non-terminal draw.
- City Quarter provides non-terminal draw if you have more than one other Action remaining in hand.
- Settlers and Bustling Village provide non-terminal draw if the right cards are in your discard pile.
- Forum is a non-terminal source of +3 Cards, but its required discard means it maintains handsize, rather than increasing it.
- Imp allows you to play an Action that you don't yet have a copy of in play, which can make it non-terminal if the other Action you play also is.
- Avanto allows you to play a cantrip Sauna if you have one in your hand after drawing, giving you back the Action you used to play Avanto.
 Specific-card drawers
These non-terminal cards only draw cards of a specific type or other category, and increase handsize if they find such cards.
- Scout draws Victory cards.
- Apothecary draws Coppers and Potions.
- Scrying Pool draws Actions.
- Vagrant draws more or less dead cards.
- Magpie draws Treasures.
- Settlers draws Coppers from your discard pile.
- Bustling Village draws Settlers from your discard pile.
- Patrician draws cards costing or more.
- Will-o'-Wisp draws cards costing or less.