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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.
Prophet of Kruphix Discussion
1 week ago
Firstly, thanks for the comment Kjartan, I really appreciate the feedback, after a little play testing, i think swapping out Gyre Engineer for some Llanowar Elves would be a great idea, sadly Birds of Paradise is a little out of my price range. Our play group is a little more casual than most so I tend to avoid running removal but I love the idea of Ulvenwald Tracker 's synergy with Prophet of Kruphix , so I might give him a shot too. I do like the idea of a huge bomb spell, my first thought was Rite of Replication but that was a little too costly so maybe Increasing Savagery could be a nice substitute. I'm picturing a game with a 15/16 Gyre Sage sinking the mana into my Biogenic Ooze . Thanks for the help, I've got lots to consider
3 weeks ago
all you needed? so you're finally convinced you are WRONG? bout damn time you stupid fucktard. the dumbass admins are wasting their fucking time banning me and you're wasting your fucking time with your fucking articles. you type a lot without actually saying anything, and what little you do say is stupid as shit. for fucks sake you didnt even know that Prophet of Kruphix was ALREADY BANNED!! thats all the proof anyone needs you're a damn fool that should never be listened to.
3 weeks ago
I do not think Vedalken Orrery is that scary of a card, and certainty do not think that it is worthy of a ban. First and foremost, not every deck wants to run Vedalken Orrery . Orrery's main value comes from allowing you to leave mana open during your opponents' turns for counterspells or other instant-speed interactions, then, if you do not need to use instant-speed interaction, still having the opportunity to play permanents on the end step before your turn begins.
For that to really shine, you need a critical mass of instant-speed interaction. While Orrery still has some utility in decks that don't hit that critical mass--such as surprising someone with a blocker or sorcery removal--the added value it brings does not necessarily justify spending four mana, which is a high enough mana cost that you are quite possibly unable to play any other cards alongside Orrery.
Ultimately, Orrery is a powerful card, but it is not all that gamebreaking on its own right.
Seedborn Muse and Wilderness Reclamation are also powerful cards, yes, but I do not think they are banworthy either. For them to be effective, you need to either run an extremely large volume of instant-speed cards to take advantage of their benefits, or you need to run another enabler, such as Orrery, so you can play things at instant-speed. Unwinding Clock has the same issues as Seedborn Muse and Wilderness Reclamation , but also requires you to have fielded a whole host of artifacts, thus requiring additional build constraints. These are cards that are powerful if built-around, but they do require fairly significant build-arounds to make shine. As such, they are not worthy of bannings either.
Bear Umbra and Sword of Feast and Famine (which you did not mention) also require significant build-around to get to work. Sure, they go infinite with Aggravated Assault and some other cards--but that's not dangerous in their own right. Both cards require you to have a creature you can safely attack with, and, on their own, only get you one additional main phase worth of casting. That's strong, but it's not something that an opponent can't recover from.
For all of the above, I think it is reasonable for the Rules Committee to keep them in the game--they're powerful, but most require your deck to be built in a specific way or for you to dedicate slots to other cards. The RC has made it very clear that they don't want to limit players' options too much with bannings--they don't want to ban cards that require significant deck-building investments, but rather cards that, exclusively on their own with no other deckbuilding constraints, warp the format.
Which brings me to Prophet of Kruphix , which is "turbo banned." As I said above, Seedborn Muse only becomes really scary when you have Vedalken Orrery also in play. That's what makes Prophet worthy of a ban--it takes two different cards, each fine on their own, but devastating together, and mashes them into a single card. It can be slotted into almost any Green/Blue deck and automatically makes that deck better, without any consideration to other deckbuilding constraints.
TL;DR - Most of the cards listed as needing to be banned are powerful, but still need additional support before they are devastating. The only one on your list that should be banned is Prophet, and that's because it is both "power" and "additional support" all rolled into one card--which is precisely why it already is banned.
Still, while I disagree with your conclusions, as always I enjoyed reading your thoughts!
1 month ago
I know we're 9 cards over at the time of typing this, but I cant help but notice no Regrowth and no Mystic Confluence . As Foretold also works well with Ancestral Vision , but I can see not including that card. Rashmi, Eternities Crafter seems like an auto include, as well as Seedborn Muse and Prophet of Kruphix (the latter of which is notably NOT banned in OBK)
2 months ago
Prophet of Kruphix is so good people played decks with both blue and green in it just so they can add it to the deck. I'm guilty too. I started to only build simic deck because of it.
2 months ago
dbpunk you... are joking, right?
2 months ago
Here's some thoughts on it:
Unban: Ancestral Recall , Balance the Moxes, Biorhythm , Braids, Cabal Minion , Coalition Victory , Primeval Titan , Sway of the Stars , Erayo, Soratami Ascendant , Library of Alexandria , Recurring Nightmare , Emrakul, the Aeons Torn , Griselbrand , Prophet of Kruphix and Tolarian Academy
All of these cards are strong, but there's so many answers to them now that they can all easily be beaten. Also if someone successfully casts any of the big stuff on there without someone countering it or somehow stopping whatever degenerate thing they're doing with that card, they deserve to win probably. All of them have answers outside of removal as well, such as methods to slow them down or steal their draws.
Ban: all other cards on the banlist, Stasis
All the other cards ruin games pretty much, or at least are just completely annoying. Stasis doesn't really have an answer past enchantment destruction currently, unlike the cards I said above.
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