Despite costing more mana than Howling Mine,
I think Temple Bell is better in the kinds of
deck that want to let each player draw a card.
For one, you get to time the draw so that it
happens when you are best poised to take
advantage of it. Rather than the age-old problem
of letting your opponent draw first, you get the
extra card the same time he does and will likely
get to play yours first. You can also simply
stop tapping the Bell once it has served its
purpose. And in multiplayer, Temple Bell is an
even stronger tool for playing politics. Tap the
Bell in response to a spell that will wreck an
opponent, and if that opponent draws an out,
you've just earned an ally. Or offer to tap the
Bell in exchange for diplomatic immunity, if you
think the others will go for it. Just don't make
that offer when you've got a Spiteful Visions on
the table or otherwise.
At first glance, this looks like a way to flood
each player's hand with cards, but in a more
fiddly way than older staples like Howling Mine
or Font of Mythos. At first glance. When you
realize that it gives you an opportunity to turn
the numbers back in your favor with Liliana Vess'
first ability, or exercise some control over
what your opponent is getting with Jace the Mind
Sculptor's first ability, it looks a little
different. More importantly, it gives you a
chance to play politics directly in games with
more than two players ("What will you do if I
activate it now?").
Welcome back readers and today's card of the day
is the replacement for Howling Mine in M11.
It costs just one more mana and can be tapped to
allow you first dibs on the cards drawn. Voltiac
Key being reprinted gives us the possibility of
an engine. For some reason my gut loves howling
mine I suspect there is more potential abuse for
Temple bell. In standard any deck that utilized
Howling Mine could make good use of this card
and Howling Mine has always found a home I think
this card will as well. In extended and eternal
maybe some broken combo's could be achieved with
this card otherwise its a slightly improved
Howling Mine and will see as much play. In
casual this card is ripe for abuse with Psychic
Possession, Underworld Dreams and many more.
Definitely a card that will see extensive casual
play. In limited unless you build your deck
around it, its too symmetrical to be of much use
in limited. Overall an interesting take on
fixing Howling Mine but in my opinion less
flavorful, a Magic player cant have everything I
suppose.
Today's card of the day is Temple Bell which
replaces Howling Mine in the core set as a card
drawing engine for each player in a game.
There are some differences between the two
including the higher cost of the Bell, but being
able to activate it the turn it comes into play
is a big improvement in tempo. There is no
direct way to prevent your opponent from getting
a card by tapping the Bell like there was with
Mine, but by having them draw on your turn you
can play discard effects such as Liliana Vess to
take away their gain. Temple Bell can also
be used defensively in the hopes of getting an
instant spell that might help against a specific
threat or be used to draw an arranged card from
a Scry or similar effect. Overall Temple
Bell is a solid artifact that can find homes in
Blue, Black, or other decks that want extra
cards and either can handle or actively want the
opponent to draw more cards as well.
For Limited card advantage is a big part of a
winning strategy and this works well as far as
gaining cards for yourself, but the options for
dealing with the added cards your opponent gets
are less common. If the pool supports it
this may be worthwhile, but you are paying three
mana and the initial card played to increase the
draw power of both sides which means the playing
field has to be in your favor first. A
difficult first choice in Booster, but as an
artifact easily placed into any deck created
from later draws. In Sealed this can be
played in any deck or left in the sidedeck
depending on your pool and your own personal
style. The timing of use is the biggest
advantage you can gain here barring a lucky
draft, but in the right builds this is a
powerful resource.
Sorry I've been out of reviews lately, a tree
fell on my house. Bummer. Anyway...Decent card.
Might not see much play competitively unless
something good comes out to follow it up/make it
worthwhile. There are better cards with similar
effects but I suppose this deserves some
acknowledgment since you can make it go off on
your opponent's turn. Shruggin', I'm not gonna
play it.