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Cycling a large hand makes it easier to control the battlefield by giving you more versatility in options. You're more likely to have snow, or ink, or a bit of direct damage in your hand at all times, and that's hard to beat.
The benefit of additional companions isn't necessarily to have all four on the field at once (though if you can get a round where all four and your leader go it's extremely powerful), it's the following:
- When you withdraw one, there's a good chance you will have another in your hand to replace them, so you can treat companions like re-usable clunkers and rotate them to heal more often
- It let's you take a high impact, low health specialised companions like Pootie or Shelly and still have four characters on the board whilst they're dead/recovering/avoiding a big hit.
The danger of it is that you might simply not get any good companions before the second boss, and then you're in a pickle.
Bell is good to increase consistency and reuse powerful cards, but I pick companion if I don't have any cards I want to actively reuse yet. +1 draw just feels bad, I never pick draw unless I'm running a summon heavy deck or a clunker heavy deck that probably wants three clunkers active at all times.