Terminal draw cards—Action cards that increase the number of cards in hand but are terminal—can be a core component of engines when supplied with sufficient villages because they can enable you to draw most or all of your deck each turn as a form of deck control. If a Kingdom is missing important components for an engine, certain terminal draw cards (for example Wharf or Gear) are good enablers of a money-based strategy. 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: Haunted Woods
- Empires: Wild Hunt
- Nocturne: Pooka, Tragic Hero, Werewolf
- Renaissance: Old Witch, Swashbuckler
- Menagerie: Barge, Wayfarer
- Allies: Emissary, Highwayman, Stronghold (optional)
- Plunder: Crew, Pilgrim
- 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, Witch's Hut
- Plunder: Mapmaker
 Cards providing +2 Cards
These cards' principal functions are usually something other than terminal draw.
- Dominion: Moat, Witch
- Intrigue: Masquerade, Steward (optional), Diplomat (sometimes non-terminal)
- Seaside: Ghost Ship, Sea Witch
- Prosperity: Vault
- Cornucopia: Followers, Trusty Steed (optional)
- Dark Ages: Cultist (can be chained and thereby effectively be non-terminal), 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
- Plunder: Figurine is a Treasure, so formally not a terminal action; but when it is played normally in your Buy phase it does not allow you to play the Actions you draw.
- Allies: Blacksmith (optional)
Certain 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
- Prosperity: Watchtower—up to 6
- Hinterlands: Jack of all Trades—up to 5
- Renaissance: Scholar—discards your hand and draws 7 cards
- Menagerie: Way of the Owl—up to 6
- Allies: Blacksmith—up to 6 (optional)
- Prosperity: Magnate draws a number of cards equal to the number of Treasures in your hand.
- Adventures: Ranger - draws 5 cards every other play for an average of 2.5 cards per play.
- Empires: Royal Blacksmith - effective handsize increase depends on the amount of Copper in your deck.
- Allies: Broker can draw cards depending on what card is trashed with it.
- Allies: Marquis - effective handsize increase depends on your starting handsize.
- Plunder: Maroon draws a number of cards depending on the number of types a trashed card has.
 Drawing three or more cards
 Drawing two cards
 Variable amount of draw