Terminal draw cards—Action cards that increase the number of cards in hand but do not provide +Action—can be a core component of both engine and Big Money strategies. In Big Money games, terminal draw cards can put large numbers of Treasure cards in hand and increase buying power; in engines, when supplied with sufficient villages, terminal draw cards can provide the large handsize necessary to line up cards and execute combos. In both cases terminal draw aids deck cycling, helping new buys get shuffled into the deck sooner.
The chief danger of terminal draw cards is their ability to draw other Action cards you are unable to play; these Action cards are said to be drawn dead.
 List of terminal draw cards
Cards in italics have been removed.
 Cards providing +3 Cards or more
- Dominion: Council Room, Smithy
- Intrigue: Nobles (optional), Patrol, Torturer
- Seaside: Wharf (gives +2 Cards twice)
- Prosperity: Rabble
- Hinterlands: Margrave
- Dark Ages: Catacombs, Hunting Grounds
- Guilds: Journeyman
- Adventures: Ranger
- Empires: Royal Blacksmith (if you have 2 or fewer Coppers in hand after drawing), Wild Hunt
- Nocturne: Pooka, Tragic Hero, Werewolf
- Renaissance: Old Witch, Swashbuckler
- Menagerie: Barge, Wayfarer
- Promo: Envoy, Avanto (if you don't have a Sauna in hand)
 Small draw with filtering
These cards only provide a total of 2 cards, but allow some filtering or sifting to help you draw the cards you want.
- Dominion: Adventurer
- Intrigue: Courtyard
- Hinterlands: Embassy, Oracle
- Empires: Royal Blacksmith (with 3 or more Coppers in hand after drawing)
 Cards providing +2 Cards
These cards' principal functions are usually something other than terminal draw. They provide +2 Cards as an additional vanilla bonus to ensure their effects are balanced and competitive with other cards at the same price.
- Dominion: Moat, Witch
- Intrigue: Masquerade, Steward (optional), Diplomat (sometimes non-terminal)
- Seaside: Ghost Ship
- Wharf could arguably be placed in this category as well
- Prosperity: Vault
- Cornucopia: Followers, Trusty Steed (optional, and rarely used as a terminal)
- Young Witch gives +2 Cards but also discards two cards
- Dark Ages: Cultist, Sir Destry
- Mercenary gives +2 Cards but also trashes two cards
- Adventures: Warrior, Gear
- Nocturne: Faithful Hound, Imp (dependent on your card in hand and in play)
- Renaissance: Lackeys, Silk Merchant, Recruiter
- Menagerie: Black Cat, Sheepdog, Way of the Otter
 Targeted handsize
Three terminal Actions draw up to a specified handsize. These are especially useful against handsize attacks or other cards that can reduce handsize between turns, and in engines with handsize-reducing components such as Festival and Hamlet.
- Dominion: Library—up to 7, making it similar to a Smithy variant in Big Money
- Prosperity: Watchtower—up to 6, making it like a +2 Cards effect in Big Money
- Hinterlands: Jack of all Trades—up to 5, making it not a handsize increaser (though still useful for other reasons!) in Big Money without Attacks
- Renaissance: Scholar—discards your hand and draws 7 cards
- Menagerie: Way of the Owl—up to 6