Doublemint Fun Land — Forest/Island
As ~ enters the battlefield, if you control 5 or more lands, it produces an additional mana of any type it was tapped to produce when tapped for mana.
'Not sure if just Island...Just Forest...Or Both.'
Stargate Lands Celestial Land — Island
If you control three or more Islands, and any player controls exactly the same number of Islands that you do, at anytime during your turn that you could play an Instant, you may exchange control of this permanent for any permanent that player controls.
"Celestial" lands are unaffected by "destroy" effects.
"Celestial" lands are unaffected by "destroy" effects.
This is just exactly what indestructible does on a non creature
why make a pointless subtype to just replicate the effect of a regular evergreen mechanic "indestructible" which has already been on lands (Darksteel citadel, Cascading Cataracts)
Private Mod Note
():
Rollback Post to RevisionRollBack
你好 have you eaten?
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Doublemint should just have a regular static ability, not a static ability that generates a replacement effect upon entry.
"Your opponent" doesn't exist in Magic. There's (currently) no reason why the celestial supertype should exist when indestructible already exists as an ability.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Doublemint should just have a regular static ability, not a static ability that generates a replacement effect upon entry.
"Your opponent" doesn't exist in Magic. There's (currently) no reason why the celestial supertype should exist when indestructible already exists as an ability.
Oh man...I'm a little rusty.
The context of the wording composure should highlight the specific player that controls exactly the same number of lands.
To address the suggestion of indestructible, the problem with that is that it begins to do too much if the Land becomes a creature, and we don't want that here (for balance, functionality, and stability purposes). As it helps to prevent cheap exploits, that can detract from the aspects of challenge, and balance interactivity, that prevents the game from quickly grinding down to a bland, one-sided victory (which is bad for business and preserving the fun-factor of the game).
I feel we actually want the replacement effect assignment for the XtendIt Lands, as it hard-codes their effectiveness based on the specific game-state in which it was played. This helps to keep it as functional as possible, with the least about of potential for instability as possible. Their intention is specifically to create an effective play extension for players, with a nice little mana ramp towards the mid-game. Don't feel it's anything new or revolutionary, just realized the potential there, and felt like it was something that needed to be presented.
EDIT: I would like to highlight that there should be no reason to add the term "other" to "any player", in the Island-number identifying parameter clause. As there's no logical way to exchange control of a permanent you control with yourself, given how there's no logical grounds for the functionality of an "exchange" interaction to take place.
To address indestructible, the problem with that is that it does too much if it becomes a creature, and we don't want that here.
Since celestial is a supertype, making the land become a creature won't remove the celestial supertype. This means that the creature will still have all the rules for the celestial supertype apply to it, including the indestructible portion. So unless there are cards that specifically care about the celestial supertype rather than just the indestructible portion of it, there's no reason to have the supertype at all.
I feel we actually want the replacement effect assignment for the XtendIt Lands, as it hard-codes their effectiveness based on the specific game-state in which it was played. This helps to keep it as functional as possible, with the least about of potential for instability as possible. Their intention is specifically to create an effective play extension for players, with a nice little mana ramp towards the mid-game. Don't feel it's anything new or revolutionary, just realized the potential there, and felt like it was something that needed to be presented.
If you want the check to specifically be done right when the permanent enters the battlefield, you should make it a triggered ability that triggers only upon entering the battlefield.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Doublemint Fun Land — Forest/Island
As ~ enters the battlefield, if you control 5 or more lands, it produces an additional mana of any type it was tapped to produce, when tapped for mana.
'Not sure if just Island...Just Forest...Or Both.'
I had to read this four times to figure out what it was supposed to do: "If you control five or more other lands, this land enters the battlefield with a charge counter on it. As long as this land has a charge counter on it, whenever you tap it for mana, add an additional one mana of any type it produced."
I'm not sure what you mean by "Forest/Island" but anything that's materially better than the Alpha dual lands is broken. Even with one subtype, a drawbackless "better than basic" land with a basic subtype and a variant on the Temple of the False God ability but for colored mana is highly suspect in terms of power level. Temple is not very good (outside of Commander, the format it consistently gets printed for); as a whole cycle, however, that's a worrisome amount of free ramp.
As the others have said there's zero reason to make celestial have indestructible's rules. Just make indestructible lands, if you really want! If people want to make jank combos with land animation, great. It's part of the fun.
"If you control three or more Islands, and any player controls exactly the same number of Islands that you do, at anytime during your turn that you could play an Instant, you may exchange control of this permanent for any permanent that player controls" - This text is a mess in terms of templating and effect (to start with it's static but by any sane logic should be activated). It doesn't do anything except in bizarrely specific situations and then will presumably lead to... a game of hot potato? Why? What's the point?
To address indestructible, the problem with that is that it does too much if it becomes a creature, and we don't want that here.
Since celestial is a supertype, making the land become a creature won't remove the celestial supertype. This means that the creature will still have all the rules for the celestial supertype apply to it, including the indestructible portion.
The point I meant was that it's not a full-functioning Indestructible effect. It only applies to "destroy" effects, anything else needs to remain (including lethal damage, power/toughness moderation). From a flavor perspective, it helps to preserve the realism and frailty of the conscious capacity. When an object becomes conscious, it inherits that capacity, whose boundaries and vulnerabilities (from neutral ground) should be preserved. If it's in a character's specific profile to be "indestructible" in a fashion, that context needs to come with the character. But when we're just animating something spontaneously, that flavor needs to be provided from an external source, or else left as neutral, new-born, and open-source as possible. Just—imo.
I feel we actually want the replacement effect assignment for the XtendIt Lands, as it hard-codes their effectiveness based on the specific game-state in which it was played. This helps to keep it as functional as possible, with the least about of potential for instability as possible. Their intention is specifically to create an effective play extension for players, with a nice little mana ramp towards the mid-game. Don't feel it's anything new or revolutionary, just realized the potential there, and felt like it was something that needed to be presented.
If you want the check to specifically be done right when the permanent enters the battlefield, you should make it a triggered ability that triggers only upon entering the battlefield.
I strongly believe that this is the most functional way of doing this effect, so that it can be cleanly composed and understood. If there's some reason you don't think so, I really need to hear the details, because even at first glance of the options, it seems to start getting to complicated for comfort (or the bother).
The point I meant was that it's not a full-functioning Indestructible effect. It only applies to "destroy" effects, anything else needs to remain (including lethal damage, power/toughness moderation). From a flavor perspective, it helps to preserve the realism and frailty of the conscious capacity. When an object becomes conscious, it inherits that capacity, whose boundaries and vulnerabilities (from neutral ground) should be preserved. If it's in a character's specific profile to be "indestructible" in a fashion, that context needs to come with the character. But when we're just animating something spontaneously, that flavor needs to be provided from an external source, or else left as neutral, new-born, and open-source as possible. Just—imo.
this doesnt make any sense... indestructible can already have multiple flavors... the myojins and god creatures have spiritual indestructibility, the darksteels have physical indestrucibility, daimyo Konda is immortal - why be redundant
Private Mod Note
():
Rollback Post to RevisionRollBack
你好 have you eaten?
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Doublemint Fun Land — Forest/Island
As ~ enters the battlefield, if you control 5 or more lands, it produces an additional mana of any type it was tapped to produce, when tapped for mana.
'Not sure if just Island...Just Forest...Or Both.'
I had to read this four times to figure out what it was supposed to do: "If you control five or more other lands, this land enters the battlefield with a charge counter on it. As long as this land has a charge counter on it, whenever you tap it for mana, add an additional one mana of any type it produced."
I'm not sure what you mean by "Forest/Island" but anything that's materially better than the Alpha dual lands is broken. Even with one subtype, a drawbackless "better than basic" land with a basic subtype and a variant on the Temple of the False God ability but for colored mana is highly suspect in terms of power level. Temple is not very good (outside of Commander, the format it consistently gets printed for); as a whole cycle, however, that's a worrisome amount of free ramp.
As the others have said there's zero reason to make celestial have indestructible's rules. Just make indestructible lands, if you really want! If people want to make jank combos with land animation, great. It's part of the fun.
"If you control three or more Islands, and any player controls exactly the same number of Islands that you do, at anytime during your turn that you could play an Instant, you may exchange control of this permanent for any permanent that player controls" - This text is a mess in terms of templating and effect (to start with it's static but by any sane logic should be activated). It doesn't do anything except in bizarrely specific situations and then will presumably lead to... a game of hot potato? Why? What's the point?
The way I've composed the effect, with "As this enters the battlefield", the card would count the number of lands you control while it's on the stack (before it comes into play), to decide if it inherits the mana ramp bonus or not. I personally feel that it's unnecessary to change the functionality here, and also that it would be tacky to use the whole "charge" counter gig. Although it opens up some interactivity, I believe it does so in an unintuitively, in a way that detracts from the flavor and functionality here.
First of all, it's essential to the flavor of the card to do it this way. As these are lands whom one will only see the special properties of, once/after they possess a specific fundamental development of some kind.
Secondly, it's essential to the functionality to do it this way. As by opening up that interactivity with the charge counter, it effectively makes the card more open to cheap exploits. This will detract from the aspect of challenge implemented here, which intends to provide a central basis for the fun of the game. The hard-coded functionality here also intends to provide boundaries and restrictions, that must be entirely locked-off from exploit, for balance of the game (by preventing the aspects of challenge/boundaries/restrictions from being too cheaply bi-passed or hot-fixed).
I totally forgot about Temple of the False God, and didn't reference it at all here in the making of this. I do think that card has great potential, it's just that people don't conventionally know how to tap into it. With the basic land-type here, there's also a significant extension on the adaptability of these cards. As it opens up interactivity in a light way, that doesn't get too excessive given the effect can't be abused early in the game, via cards like Fetch Lands.
//
Regarding the Celestial ruling. It's NOT actually indestructible.
Celestial Lands are only immune to "destroy" effects, so that if it becomes a creature, it can still be destroyed by lethal damage, or by power/toughnessmoddingeffects. I did explain this. It's also intended to provide functional boundaries and restrictions, so that Land Destruction effects can't be used with the "exchange" effect too exploitively.
On that note, the Celestial errata might also want to include "Can't be sacrificed". The exchange dynamic is still a little too malleable to Land Transmutationeffects, which does bother me a bit. But otherwise, if you exchange for a card for the Stargate, the Celestial restrictions put you a turn or two behind, so that you can't make a simple double-play on it immediately.
If you're not entirely understanding the applications here, you might want to print some out and play test them with your friends to get a feel for it. It should essentially provide some neat game-state tricks, and also, force players to mobilize and distribute their lands more tactically.
The way I've composed the effect, with "As this enters the battlefield", the card would count the number of lands you control while it's on the stack (before it comes into play) to decide if it inherits the mana ramp bonus or not.
Lands don't use the stack.
It's also essential to the functionality to do it this way, as by opening up that interactivity with the charge counter, it makes the card more open to cheap exploits, which can detract from the aspects of challenge implemented here (to provide the central basis for fun in the game). The hard-coded functionality also intends to provide boundaries and restrictions, that must be entirely locked-off from exploit, for balance of the game (by preventing the aspects of challenge/boundaries/restrictions from being too cheaply bi-passed or hot-fixed).
A charge counter is used for memory aid purposes, not for intentionally designing the card to be synergistic with other cards that care about charge counters. The memory aid is more important than the increased interactivity here. You can use whatever kind of counter you want, not just charge counters. The important thing is that some kind of counter is there for players to be able to remember the special effect.
A creature's toughness being at 0 or less doesn't cause that creature to be destroyed.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
The way I've composed the effect, with "As this enters the battlefield", the card would count the number of lands you control while it's on the stack (before it comes into play) to decide if it inherits the mana ramp bonus or not.
Lands don't use the stack.
You know what I mean—the lands are counted as it enters the battlefield—in the same style as permanents with like-effects "while they're on the stack".
A creature's toughness being at 0 or less doesn't cause that creature to be destroyed.
Right, the context of "destroy" was used in the sense of a general term and summary. I should have explained this maybe?
To summarize my entire intention further, I believe that it's important to the flavor and functionality of the Celestial lands, that they are immune to being "destroyed" easily from neutral ground. However, that they are NOT immune to other effects, which hold the power to destroy them/put them into the graveyard/remove them from the game, in events where they gain a new Super-type, and the dynamics of their character changes. I hope that makes sense.
Doublemint Fun Land — Forest/Island
As ~ enters the battlefield, if you control 5 or more lands, it produces an additional mana of any type it was tapped to produce, when tapped for mana.
'Not sure if just Island...Just Forest...Or Both.'
I'm not sure what you mean by "Forest/Island" but anything that's materially better than the Alpha dual lands is broken.
Just wanted to add that—this was another design that I presented in an open-source form.
I didn't initially think to make them dual lands, but forward-slashed the sub-type, as I wasn't quite sure if this would be a Forest or an Island. Additionally, as the current version is open to interpretation, it could easily be finalized to do something along the lines of which it can effectively become a dual land mid-game.
Doublemint Fun Land ‒ Forest
As ~ enters the battlefield, if you control 5 or more lands, it becomes an Island in addition to its types when it enters the battlefield, and produces an additional mana of any type it can produce when tapped for mana.
I kind of prefer the singular type design, but the dual one would obviously be more popular with the masses.
Land — Forest/Island
As ~ enters the battlefield, if you control 5 or more lands, it produces an additional mana of any type it was tapped to produce when tapped for mana.
'Not sure if just Island...Just Forest...Or Both.'
Stargate Lands
Celestial Land — Island
If you control three or more Islands, and any player controls exactly the same number of Islands that you do, at anytime during your turn that you could play an Instant, you may exchange control of this permanent for any permanent that player controls.
"Celestial" lands are unaffected by "destroy" effects.
why make a pointless subtype to just replicate the effect of a regular evergreen mechanic "indestructible" which has already been on lands (Darksteel citadel, Cascading Cataracts)
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
"Your opponent" doesn't exist in Magic. There's (currently) no reason why the celestial supertype should exist when indestructible already exists as an ability.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Oh man...I'm a little rusty.
The context of the wording composure should highlight the specific player that controls exactly the same number of lands.
To address the suggestion of indestructible, the problem with that is that it begins to do too much if the Land becomes a creature, and we don't want that here (for balance, functionality, and stability purposes). As it helps to prevent cheap exploits, that can detract from the aspects of challenge, and balance interactivity, that prevents the game from quickly grinding down to a bland, one-sided victory (which is bad for business and preserving the fun-factor of the game).
I feel we actually want the replacement effect assignment for the XtendIt Lands, as it hard-codes their effectiveness based on the specific game-state in which it was played. This helps to keep it as functional as possible, with the least about of potential for instability as possible. Their intention is specifically to create an effective play extension for players, with a nice little mana ramp towards the mid-game. Don't feel it's anything new or revolutionary, just realized the potential there, and felt like it was something that needed to be presented.
EDIT: I would like to highlight that there should be no reason to add the term "other" to "any player", in the Island-number identifying parameter clause. As there's no logical way to exchange control of a permanent you control with yourself, given how there's no logical grounds for the functionality of an "exchange" interaction to take place.
Since celestial is a supertype, making the land become a creature won't remove the celestial supertype. This means that the creature will still have all the rules for the celestial supertype apply to it, including the indestructible portion. So unless there are cards that specifically care about the celestial supertype rather than just the indestructible portion of it, there's no reason to have the supertype at all.
If you want the check to specifically be done right when the permanent enters the battlefield, you should make it a triggered ability that triggers only upon entering the battlefield.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
I'm not sure what you mean by "Forest/Island" but anything that's materially better than the Alpha dual lands is broken. Even with one subtype, a drawbackless "better than basic" land with a basic subtype and a variant on the Temple of the False God ability but for colored mana is highly suspect in terms of power level. Temple is not very good (outside of Commander, the format it consistently gets printed for); as a whole cycle, however, that's a worrisome amount of free ramp.
As the others have said there's zero reason to make celestial have indestructible's rules. Just make indestructible lands, if you really want! If people want to make jank combos with land animation, great. It's part of the fun.
"If you control three or more Islands, and any player controls exactly the same number of Islands that you do, at anytime during your turn that you could play an Instant, you may exchange control of this permanent for any permanent that player controls" - This text is a mess in terms of templating and effect (to start with it's static but by any sane logic should be activated). It doesn't do anything except in bizarrely specific situations and then will presumably lead to... a game of hot potato? Why? What's the point?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
The point I meant was that it's not a full-functioning Indestructible effect. It only applies to "destroy" effects, anything else needs to remain (including lethal damage, power/toughness moderation). From a flavor perspective, it helps to preserve the realism and frailty of the conscious capacity. When an object becomes conscious, it inherits that capacity, whose boundaries and vulnerabilities (from neutral ground) should be preserved. If it's in a character's specific profile to be "indestructible" in a fashion, that context needs to come with the character. But when we're just animating something spontaneously, that flavor needs to be provided from an external source, or else left as neutral, new-born, and open-source as possible. Just—imo.
I strongly believe that this is the most functional way of doing this effect, so that it can be cleanly composed and understood. If there's some reason you don't think so, I really need to hear the details, because even at first glance of the options, it seems to start getting to complicated for comfort (or the bother).
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
The way I've composed the effect, with "As this enters the battlefield", the card would count the number of lands you control while it's on the stack (before it comes into play), to decide if it inherits the mana ramp bonus or not. I personally feel that it's unnecessary to change the functionality here, and also that it would be tacky to use the whole "charge" counter gig. Although it opens up some interactivity, I believe it does so in an unintuitively, in a way that detracts from the flavor and functionality here.
First of all, it's essential to the flavor of the card to do it this way. As these are lands whom one will only see the special properties of, once/after they possess a specific fundamental development of some kind.
Secondly, it's essential to the functionality to do it this way. As by opening up that interactivity with the charge counter, it effectively makes the card more open to cheap exploits. This will detract from the aspect of challenge implemented here, which intends to provide a central basis for the fun of the game. The hard-coded functionality here also intends to provide boundaries and restrictions, that must be entirely locked-off from exploit, for balance of the game (by preventing the aspects of challenge/boundaries/restrictions from being too cheaply bi-passed or hot-fixed).
I totally forgot about Temple of the False God, and didn't reference it at all here in the making of this. I do think that card has great potential, it's just that people don't conventionally know how to tap into it. With the basic land-type here, there's also a significant extension on the adaptability of these cards. As it opens up interactivity in a light way, that doesn't get too excessive given the effect can't be abused early in the game, via cards like Fetch Lands.
//
Regarding the Celestial ruling. It's NOT actually indestructible.
Celestial Lands are only immune to "destroy" effects, so that if it becomes a creature, it can still be destroyed by lethal damage, or by power/toughness modding effects. I did explain this. It's also intended to provide functional boundaries and restrictions, so that Land Destruction effects can't be used with the "exchange" effect too exploitively.
On that note, the Celestial errata might also want to include "Can't be sacrificed". The exchange dynamic is still a little too malleable to Land Transmutation effects, which does bother me a bit. But otherwise, if you exchange for a card for the Stargate, the Celestial restrictions put you a turn or two behind, so that you can't make a simple double-play on it immediately.
If you're not entirely understanding the applications here, you might want to print some out and play test them with your friends to get a feel for it. It should essentially provide some neat game-state tricks, and also, force players to mobilize and distribute their lands more tactically.
Lands don't use the stack.
A charge counter is used for memory aid purposes, not for intentionally designing the card to be synergistic with other cards that care about charge counters. The memory aid is more important than the increased interactivity here. You can use whatever kind of counter you want, not just charge counters. The important thing is that some kind of counter is there for players to be able to remember the special effect.
A creature's toughness being at 0 or less doesn't cause that creature to be destroyed.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
You know what I mean—the lands are counted as it enters the battlefield—in the same style as permanents with like-effects "while they're on the stack".
Right, the context of "destroy" was used in the sense of a general term and summary. I should have explained this maybe?
To summarize my entire intention further, I believe that it's important to the flavor and functionality of the Celestial lands, that they are immune to being "destroyed" easily from neutral ground. However, that they are NOT immune to other effects, which hold the power to destroy them/put them into the graveyard/remove them from the game, in events where they gain a new Super-type, and the dynamics of their character changes. I hope that makes sense.
Just wanted to add that—this was another design that I presented in an open-source form.
I didn't initially think to make them dual lands, but forward-slashed the sub-type, as I wasn't quite sure if this would be a Forest or an Island. Additionally, as the current version is open to interpretation, it could easily be finalized to do something along the lines of which it can effectively become a dual land mid-game.
Doublemint Fun
Land ‒ Forest
As ~ enters the battlefield, if you control 5 or more lands, it becomes an Island in addition to its types when it enters the battlefield, and produces an additional mana of any type it can produce when tapped for mana.
I kind of prefer the singular type design, but the dual one would obviously be more popular with the masses.