Prophet of Kruphix

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Prophet of Kruphix

Creature — Human Wizard

Untap all creatures and lands you control during each other player's untap step.

You may cast creature cards as though they had flash.

Peligrad on Which Color Pair Do You …

1 month ago

Clearly they have the hardest time designing blue green cards.

Banned from commander Leovold, Emissary of Trest Prophet of Kruphix

Banned from commander and blew up modern Nadu, Winged Wisdom

Blew up standard Oko, Thief of Crowns

plakjekaas on Why are These Cards Banned …

4 months ago

The article is written by someone who is in no way affiliated with Wizards, and his interpretations are in no way rule of law, any more than ours are.

That being said, I think everyone who wants Prophet of Kruphix unbanned lacks empathy, and doesn't look further than their own pleasure. That card will let you effectively take an extra turn during everyone else's turn. You leech up the clock for their turn as well as your own, and in the end you have played 4 times more magic than everyone else at the table, making everyone else wait for you. Seedborn Muse only gives you the untap, not the flash, that's why it's on the edge of being unfun for all other players, for taking up toomuch time and attention. The Prophet pushes that over the edge, therefor it's banned.

Sol Ring is the one you get. It's the iconic card of the format, not allowed anywhere else, an early one will swing the game, but the multiplayer aspect can correct that a bit. That's the stated reason in Wizards articles for why that one is not a game changer. That article also mentioned that the multiplayer aspect can only fix so much, which is why the second Sol Ring; Mana Crypt is banned for further imbalancing games. You might enjoy your magic games lasting less time than it takes to shuffle your deck properly, and you can rule zero that in your playgroup, but for regular random people expecting to play an actual game of Magic in their LGS, selected and brought 100 cards to be their deck, and then get roflstomped before they actually see their 10th card of the game, that is not the benchmark for a fun afternoon.

If you want the game to be fun for you, without thinking of your opponents, in a casual multiplayer game, you should not be in charge of the banlist. "The banlist should be about playing with as much power as you want" is pretty much the opposite of "a common framework to curate the experience". And if I'm an opinionated weirdo for wanting the whole table to have fun instead of them watching me have fun while they wait, so be it.

DemonDragonJ on Why are These Cards Banned …

4 months ago

I recently read this article on EDHREC, so I wish to discuss the reasons for which each card that is banned in EDH is banned, and I do hope that everyone else here shall participate in this conversation, as well.

I agree with the majority of the reasons that the author of the article provides for each card being banned, but I do wish to address several specific cards, and offer my own thoughts, about them.

I personally would like for Emrakul, the Aeons Torn, Iona, Shield of Emeria, and Sundering Titan to remain banned, simply because they are far too powerful and unfun for the opponents of their controllers, and Primeval Titan and Sylvan Primordial simply provide too much mana acceleration, allowing a player to win a game far too easily.

I very much would like for Prophet of Kruphix to be unbanned, simply because I do not believe that it is sufficiently powerful to justify being banned, although I do acknowledge that it is a very powerful card, so I would have no problem with it being a game changer, especially since Seedborn Muse is also on the game changer list.

I also very much would like for Drannith Magistrate to be entirely banned in EDH, since I believe that it violates the spirit of the format by preventing a player from casting their general, without additional support.

What does everyone else say, about this? Do you agree with the reasons for which each card is banned in EDH, and which cards would you like to see be either banned or unbanned in EDH? I certainly am interested to hear your thoughts, on this matter.

DemonDragonJ on The New Commander Brackets Beta

1 year ago

Azdranax, I fully agree that I would prefer that Mana Crypt and Jeweled Lotus remain banned in EDH, since the rules committee banned them for a reason, although I still am hoping for Prophet of Kruphix to be unbanned, at some point, since I feel that the format has evolved sufficiently for the prophet to no longer be a major issue in it.

legendofa on Hand Control v2

2 years ago

My next suggestion is to add some more lands. 20 lands won't support this deck as it stands now; 22-24 is closer to the right number. My first thoughts for cuts are Prophet of Kruphix and Whispering Madness. If the Prophet's untapping ability is relevant, than you're probably already in a strong position already and pushing to win. Whispering Madness needs an evasive creature base to pull its full weight, and that's not really the focus of this deck, so it's going to be single-use a lot of the time. Also, these two cards are at the high end of the mana curve, and reducing average mana cost while increasing mana availability should help with speed.

legendofa on Would Seedborn Muse Be Blue …

3 years ago

Yeah, Prophet of Kruphix is kind of an honorary ______born Muse.

Blue's ability to manipulate lands is driven more by mechanics than flavor, I think. To give it a flavor justification, it's similar to black's use of corrupting the mana bond, with Contaminated Ground and similar. Instead of damaging the bond, blue makes it "tighter" or "looser." Another interpretation is as an extension of time magic, speeding up or slowing down the planeswalker's ability to use mana.

I don't have a great answer for this, aside from without this interaction, blue would be missing almost all interaction with lands. There might be a parallel with red's interaction with enchantments, but lands are much more integral to regular gameplay than enchantments, so every color deserves some way to manipulate them, and blue is still significantly in last place.

DemonDragonJ on Would Seedborn Muse Be Blue …

3 years ago

legendofa, what is the flavor explanation for blue being able to tap or untap lands? Also, Prophet of Kruphix is essentially what you mentioned for how Seedborn Muse would be handled, today.

DemonDragonJ on Would Seedborn Muse Be Blue …

3 years ago

In this post, Mark Rosewater said that Seedborn Muse would be blue and not green if it were printed, today, but I must respectfully disagree with him on that subject. I do admit that blue would have a card that untaps all artifacts during each player's untap step, because blue has a strong emphasis on artifacts, but I fully believe that green should remain the color of untapping creatures and lands, since green is the color of regrowth, rebirth, and rejuvenation, and, out of all the colors, it has the strongest emphasis on lands and is tied for white with having the strongest emphasis on creatures; by that logic, Prophet of Kruphix could have been mono-green if it did not grant flash to creature spells, but even that is flexible, given that Yeva, Nature's Herald does that and is mono-green.

What does everyone else say about this? Do you agree with Mark Rosewater that Seedborn Muse would be blue, rather than green, if it was printed, today?

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