I have a Neheb, the Eternal deck that centers around fireballs. It usually tries to win before the game goes too long, and is generally not very interactive. I'm wondering which card is better for this kind of strategy: Endless Atlas or Temple Bell? Moreover, how do they rank against something like Fateful Showdown, which is 4 mana, reliant on hand size, and only useful when Neheb is out.
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Your new prescription eyeglasses don’t work. You still can’t see things my way.
I run Endless Atlas in my mono white Bruna, and it's decent - I'd run it. Temple Bell does a different job, I guess. If you're happy giving away free draw it could work too, although if it's part of your aim NOT to interact, the atlas is the obvious choice. Fateful Showdown is a different card again, so comparing apples to oranges seems to be what's happening there. I guess you could compare it to things like Nahiri's Wrath or Firestorm in terms of heavy direct damage with numbers > CMC.
I'm going to make an argument for Temple Bell here. If your goal is to end the game before it goes on for too long, you don't want to be spending 2 mana a turn drawing cards; that's too expensive. Yes, Temple Bell gives your opponents cards, but if you're killing them quickly, this doesn't matter so much as your opponents are only getting an advantage if they can actually find the time to play the cards you've given them. Yes, sometimes this means giving your opponents useful cards, but I think the upsides seriously outweigh the downsides here. And remember, just because an opponent is drawing a card doesn't mean that card is going to be directed towards you. Cards you give opponents that they use to thwart your other opponents directly helps you. That's like pouring gasoline on a fire.
Fateful Showdown is a lot harder to evaluate since it really depends on a lot of different things. How often your hand stays topped off, how often you want to wheel, etc...
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WUBRGMr. Bones' Wild RideGRBUW Trap your friends in an endless game with this 23-card combo!
I'm going to make an argument for Temple Bell here. If your goal is to end the game before it goes on for too long, you don't want to be spending 2 mana a turn drawing cards; that's too expensive. Yes, Temple Bell gives your opponents cards, but if you're killing them quickly, this doesn't matter so much as your opponents are only getting an advantage if they can actually find the time to play the cards you've given them. Yes, sometimes this means giving your opponents useful cards, but I think the upsides seriously outweigh the downsides here. And remember, just because an opponent is drawing a card doesn't mean that card is going to be directed towards you. Cards you give opponents that they use to thwart your other opponents directly helps you. That's like pouring gasoline on a fire.
If people are just piddling around with very casual decks, you are probably right, but if people are playing even reasonably tuned decks (75% or slightly more tuned than that), giving each of your opponents a card for each one you are getting can't help but give the table an advantage over you. They may instead use those cards to thwart other opponents, or they may just use them to stop you. You won't have any real control over which way that goes, though, which is why I think this is generally a poor idea. The other case I can think of in which this strategy might not hurt you too much is if you are in a hurry to combo off yourself and using the extra draw to fuel that, but even that is less likely to work in a meta in which others run combo and are ready to deal with it.
If people are just piddling around with very casual decks, you are probably right, but if people are playing even reasonably tuned decks (75% or slightly more tuned than that), giving each of your opponents a card for each one you are getting can't help but give the table an advantage over you. They may instead use those cards to thwart other opponents, or they may just use them to stop you. You won't have any real control over which way that goes, though, which is why I think this is generally a poor idea. The other case I can think of in which this strategy might not hurt you too much is if you are in a hurry to combo off yourself and using the extra draw to fuel that, but even that is less likely to work in a meta in which others run combo and are ready to deal with it.
This was my thinking, especially considering the commander. Neheb, the Eternal can go off super quick, so there's more or less no time at which you're not going to be considered one of, if not the biggest threat at the table. I wouldn't want to offer up answers if I'm trying to close out the game quickly.
Endless Atlas. It's easy to jump through that hoop in monored.
Temple Bell is only truly playable in something like Nekusar where the whole point is to punish your opponents for drawing cards. And Mikokoro, Center of the Sea is better.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
If you're using Temple Bell it should be because you're doing something that makes it not actually symmetrical - Nekusar, Adamaro, whatever. Endless Atlas is and should be a go-to in monocolor.
I've always liked Temple Bell however needs to be in the right deck and meta.
I think that for a deck that wants to Fireball for loads, 2 extra mana can be the difference between someone dead and someone close to. Plus the pre-requisite that you must have three lands of the same name with Endless Atlas tells me there will be that one game you can't use it. If it were me and I didn't have other clear options, then Temple Bell is what I would pick.
OP is playing monored, so, not a concern.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Fateful Showdown is a lot harder to evaluate since it really depends on a lot of different things. How often your hand stays topped off, how often you want to wheel, etc...
Trap your friends in an endless game with this 23-card combo!
Temple bell is fine, unless you accidentally help someone combo off. Depends on your meta.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
If people are just piddling around with very casual decks, you are probably right, but if people are playing even reasonably tuned decks (75% or slightly more tuned than that), giving each of your opponents a card for each one you are getting can't help but give the table an advantage over you. They may instead use those cards to thwart other opponents, or they may just use them to stop you. You won't have any real control over which way that goes, though, which is why I think this is generally a poor idea. The other case I can think of in which this strategy might not hurt you too much is if you are in a hurry to combo off yourself and using the extra draw to fuel that, but even that is less likely to work in a meta in which others run combo and are ready to deal with it.
This was my thinking, especially considering the commander. Neheb, the Eternal can go off super quick, so there's more or less no time at which you're not going to be considered one of, if not the biggest threat at the table. I wouldn't want to offer up answers if I'm trying to close out the game quickly.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Temple Bell is only truly playable in something like Nekusar where the whole point is to punish your opponents for drawing cards. And Mikokoro, Center of the Sea is better.
On phasing:
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
OP is playing monored, so, not a concern.
On phasing: