Doubling the power of your commander, an infect creature, or just a generally powerful threat might be all it takes to eliminate an opponent
If you were worried about safely tapping Kilo, stations, convoke, and untapping cards like Manifold Key and Unwinding Clock, can solve that problem
This is what Adventuring Party seeks to remedy
Thematically, nearly every card in Kaldheim is an absolute banger - the kind of thing you could happily sing a song about while drinking mead and doing your taxes
But evasive characters break that stalemate, especially when they quest for two per turn
It has none of the newly unbanned cards, and perhaps I'm missing something, but I don't see how any of the bans would've made it more viable either