Aurora Halls Land
Esoteric (This land enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this land to a planeswalker you control.)
: Add C to your mana pool. If you control a planeswalker, you may add one mana of any color to your mana pool instead.
A deck can have up to five cards named Aurora Halls.
Aurora Halls Land
Esoteric (This land enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this land to a planeswalker you control.)
: Add C to your mana pool. If you control a blue Planeswalker, you may add U to your mana pool instead.
Pretty simple. Almost hurts the waking mind to think about how cool certain planeswalker become. Could maybe need the Legendary Type, or another restriction to prevent abuse? Not [enters the battlefield tapped]. What stops a person from packing the entire spectrum and just playing mass Exploration on Summer Bloom into a crushing ultimate? Okay, maybe that's not entirely broken, but something to consider for preserving challenge. Wanted to maybe include legendary creatures also for the mana ability for more interactivity, but almost want to preserve the challenge of it being limited more. Can't go wrong with leaving that space for entire nother cycle of lands for legendaries.
Obviously, this could say permanents instead. And you can get something like this:
Magician's Orb0 Artifact
Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
Or supplement
Magician's Orb2 Artifact
If a planeswalker would have any loyalty counters placed on or removed from it, you may have three times that many loyalty counters be placed on or removed from that planeswalker instead. If you do, exile Magician's Orb.
It's like a Pokéball.
This is the low ball. 4 would be based. And 3 would be mid.
Sparkholder's Shard1 Artifact
Psychometry (As you cast this spell, you may shuffle a card from your hand into your library then draw a card.)
Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
Magician's Orb4 Artifact
If a planeswalker would have any loyalty counters put on or removed from it, you may have it be three times that many loyalty counters instead. If you do, exile Magician's Orb.
Aurora Halls Land
Aurora Halls enters tapped. t: Add U.
Esoteric 2 (This land enters with two loyalty counters on it. Whenever a planeswalker enters, you may move a loyalty counter from this land onto it.)
As Caulkwrangler says. Actual graft for planeswalkers is a much better execution than the at any time you could cast an instant bull.
Tapping for blue after you have a blue permanent isn't the best but considering the value these lands add in multiples it's questionable if even that is warranted.
Pretty simple. Almost hurts the waking mind to think about how cool certain planeswalker become. Could maybe need the Legendary Type, or another restriction to prevent abuse? Not [enters the battlefield tapped].
Try stop putting this kind of abilities in lands for example.
What stops a person from packing the entire spectrum and just playing mass Exploration on Summer Bloom into a crushing ultimate? Okay, maybe that's not entirely broken (Except it is), but something to consider for preserving challenge.
Magician's Orb2 Artifact
If a planeswalker would have any loyalty counters place on or removed from it, you may have three times that many loyalty counters be placed on or removed from that planeswalker instead. If you do, exile Magician's Orb.
I do think the word for placing counters on a permanent is put, but other than that this makes a lot of Planeswalker instant ult which is really dangerous and this (albeit being single use) is more splashable and cheap than Doubling Season
The flavor behind it is that the land is enchanted. It's teeming with magic and power that can be soaked up by the planeswalker.
I honestly feel like, this is too powerful to become a full cycle of lands. But the mechanic is still cool, would be cool on artifacts and other permanents costing mana, but for a land would be okay only as a prismatic land.
Hall of Eternities Land
Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
: Add C to your mana pool. If you control a planeswalker, you may add a mana of any color to your mana pool instead.
A deck can have up to six cards named Hall of Eternities.
Maybe to sweeten the pot, increasing the hold it can have like this. Something I know I've done and talked about in the past. Making it five instead of six is also on the table to preserve challenge a bit, while pushing the probability factor up past that 46% threshold that 4 copy limits naturally have.
Hall of Eternity Legendary Land
Hall of Eternity enters tapped. t: Add one mana of any color.
Esoteric 2 (This land enters with two loyalty counters on it. Whenever a planeswalker enters, you may move a loyalty counter from this land onto it.)
I prefer the limit on five over six, it's like they each would reflect one of the five colors. Five different versions could be painted towards this theme too. The ability is silly powerful. Don't want to get irresponsible here. Just want to build some suspense.
The flavor behind it is that the land is enchanted. It's teeming with magic and power that can be soaked up by the planeswalker.
Then call it Leyline, planeswalkers in the stories use them a lot (Specialy Nissa) to provide themselves with extra strength in combat or accessing more powerful spells, also it fits on being land associated as Leylines represents the flowing mana of a plane.
I prefer the limit on five over six, it's like they each would reflect one of the five colors. Five different versions could be painted towards this theme too. The ability is silly powerful. Don't want to get irresponsible here. Just want to build some suspense.
Yes, but an EtB card that actually functions within the parameters of the game reflects my reality much better. A pity you're so greedy that you can't see past your own appetites.
I prefer the limit on five over six, it's like they each would reflect one of the five colors. Five different versions could be painted towards this theme too. The ability is silly powerful. Don't want to get irresponsible here. Just want to build some suspense.
Yes, but an EtB card that actually functions within the parameters of the game reflects my reality much better. A pity you're so greedy that you can't see past your own appetites.
He seems to have some kind of grudge against triggered abilities, which are the most basic and rules tied type of ability in the game, which is odd to say at least.
If you are suggesting that mine doesn't function within the parameters of the game, you should explain why.
This is not an obvious fact.
It is an obvious fact that losing a land drop can cost you the game.
Having your land enter the battlefield tapped can cost you the game.
There's nothing greedy about my current version. 58% chance of drawing one now in your opening turn (without your A.S. mulligan rule) simply secures a better coin flip, or every other game. You have to actually control a permanent before it produces prisma. It only gives you one loyalty counter. Yours gives you two, which is way more greedy and broken stand-alone. You don't need to produce mana when you can fire off your ultimate two turns early (or better).
If you are suggesting that mine doesn't function within the parameters of the game, you should explain why.
This is not an obvious fact.
It is an obvious fact that losing a land drop can cost you the game.
Having your land enter the battlefield tapped can cost you the game.
There's nothing greedy about my current version. 58% chance of drawing one now in your opening turn (without your A.S. mulligan rule) simply secures a better coin flip, or every other game. You have to actually control a permanent before it produces prisma. It only gives you one loyalty counter. Yours gives you two, which is way more greedy and broken stand-alone. You don't need to produce mana when you can fire off your ultimate two turns early (or better).
I can't be bothered to spell such simple things out, that would be an insult (at least!) to your intelligence and I would never do that to you. Trust that in time true reflection shall endow grace. As for my card, not to toot my own horn, but I didn't realize how subtly brilliant it truly was until you pointed out every reason why. I'm just in awe of myself honestly. Don't worry, you'll still be given first credit though its clear at this point I've made this mechanic all my own.
If you are suggesting that mine doesn't function within the parameters of the game, you should explain why.
This is not an obvious
As a judge, I can confirm that, in fact, your ability does not work within the rules. This is obvious because no other card in the game functions in the way you have created this text.
By definition, an ability must be either a activated, triggered, or static ability. Unless you actively create a new rule for this that creates a new special action (like morph), you cannot have an optional action that is not an activated ability.
You have not created a new rules section to support your hypothetical text, and there is no value in doing so when you can use existing templates to accomplish what you want the card to do already.
Reap how many times have we been trough this already? Your ability is worded like a triggered ability yet it is not one. We've shown you the rules for that two or three times already. It is worded as a triggered ability without a trigger. Either make it like graft (see caulkwrangler's version) or make it an activated ability
Esoteric 2 (This land enters with two loyalty counters on it. And It has Remove a Loyalty counter from ~ : Add a loyalty counter to target planeswalker)
With an activated ability you can even open up more design space like hideaway, like
Aurora Halls
Aurora Halls etb tapped.
Esoteric 1 (This Land enters the battlefield with a loyalty counter) t:Add one mana of any color among planeswalkers you control.
Remove a Loyalty Counter from ~ : Add C
Remove a Loyalty Counter from ~ : Put a loyalty counter on target planeswalker you control.
(With this one Probably being a tad to strong due to possible ramp)
It is an obvious fact that losing a land drop can cost you the game.
Having your land enter the battlefield tapped can cost you the game.
Very true but this doesn't mean every land should be entering untapped the bigger the upside the better it is to have a limiter on the land.
Aurora Halls
Land
Esoteric (This land enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this land to a planeswalker you control.) t : Add C to your mana pool. If you control a blue Planeswalker, you may add U to your mana pool instead.
Besides Esoteric not being a correctly worded ability I actually agree that this version doesn't need to etb tapped.
Being able to put six in your deck (not with our Mulligan rules but you know the actual mulligan rules the game currently follows) is pretty arbitrary and doesn't really fit flavorwise. As for the mechanical part non basics already overshadow basics in most formats why increase this trend even further. And since that line is format independant the number of decisions for superfriends commander decks is heavily decreased since one is already pretty high as an auto include never mind 6 of them.
Flavour-wise, I was thinking about loyalty as an idea to concept the land. I remember the justification for calling it loyalty was that a planeswalker had the ability to cast their ultimate straight away, it wasn't that they needed time to charge up their mana or something, it was that you needed to demonstrate they could trust you - that you were worthy of their loyalty and therefore of them expending their power and resources to protect you etc. So maybe the land is a nice place you take them? Just a thought.
Whereas leylines for most players are probably most heavily associated with that one mechanic (Leyline of the Void and friends).
There could even be a cycle:
A Lovely Skull1B Sorcery - Gift
Put two loyalty counters on target Liliana planeswalker. Great. I'll put it next to the melty candles and pentagrams.
Private Mod Note
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"Did you think to kill me? There's no flesh and blood within this cloak to kill. There is only an idea. Ideas are bulletproof." - V, V for Vendetta. Alan Moore
If you are suggesting that mine doesn't function within the parameters of the game, you should explain why.
mainly the counter transfering portion, is ambiguosly written, so it is kinda difficult to see when or how does the ability triggers or is activated or whatever timing or procedure it needs to enter the stack it uses.
This is not an obvious fact.
It is an obvious fact that losing a land drop can cost you the game.
Having your land enter the battlefield tapped can cost you the game.
There are plenty of EtBT lands like gates or temples that are normally played in decks (Well gates has its own deck but still), also chill out dude don't make it like if you are afraid of even losing a game, there are many other factors that could make you lose anyways.
There's nothing greedy about my current version. 58% chance of drawing one now in your opening turn (without your A.S. mulligan rule) simply secures a better coin flip, or every other game. You have to actually control a permanent before it produces prisma. It only gives you one loyalty counter. Yours gives you two, which is way more greedy and broken stand-alone. You don't need to produce mana when you can fire off your ultimate two turns early (or better).
in fact look at this
Common Version Greener Pastures
Land [Common]
Leyline (This land enters the battlefield with a loyalty counter on it. Whenever a green planeswalker you own enters the battlefield or activates a loyalty ability, you may move a loyalty counter from this card to that planeswalker.)
Greener Pastures enters the battefield tapped T: Add G
Uncommon Version Blackwaters Well
Land [Uncommon]
Leyline (This land enters the battlefield with a loyalty counter on it. Whenever a blue or black planeswalker you own enters the battlefield or activates a loyalty ability, you may move a loyalty counter from this card to that planeswalker.)
Blackwaters Well enters the battefield tapped T: Add U or B
Rare Version Garden of Burnwillows
Land [Rare]
Leyline (This land enters the battlefield with a loyalty counter on it. Whenever a red or green planeswalker you own enters the battlefield or activates a loyalty ability, you may move a loyalty counter from this card to that planeswalker.)
Garden of Burnwillows enters the battefield tapped unless you reveal a red or green planeswalker card from your hand. T: Add R or G
Let's only go so farther into this topic to explain the concept of:
Hybrid Abilities
Hybrid abilities have two natures. A primary nature and a second nature. For interactivity purpose, the ability counts as its primary nature when referred to by other effects. The secondary nature merely provides descriptive context, towards the hybrid mannerism in which this ability exists within the game, and its dynamics. Blending the lines between timing triggers, activation clauses, and static existences.
What we have here is a triggered ability on a static base. It would operate as a triggered ability, but within the defined parameters (existing within a static time-frame) allows the player to choose when the ability is triggered. In this case, it's very close to an activated ability, but since it doesn't have a cost, it's not an activated ability.
Hybrid abilities allow developers to provide new tiers of interactivity with innovating wording composure that's both clean and convenient.
Let's only go so farther into this topic to explain the concept of:
Hybrid Abilities
Hybrid abilities have two natures. A primary nature and a second nature. For interactivity purpose, the ability counts as its primary nature when referred to by other effects. The secondary nature merely provides descriptive context, towards the hybrid mannerism in which this ability exists within the game, and its dynamics. Blending the lines between timing triggers, activation clauses, and static existences.
What we have here is a triggered ability on a static base. It would operate as a triggered ability, but within the defined parameters (existing within a static time-frame) allows the player to choose when the ability is triggered. In this case, it's very close to an activated ability, but since it doesn't have a cost, it's not an activated ability.
Hybrid abilities allow developers to provide new tiers of interactivity with innovating wording composure that's both clean and convenient.
So they are trying to be all 3 types of abilities at the same time by not beign any one of them at all?. What's the point then.
It only add untrackability, ambiguity, and a unnecesary layer of need for additional ruling to even comprenhend.
I am absolutely certain that this ability is too strong to be thrown on mass amounts of lands.
There is only potential to throw it onto legendary lands later down the line, given they have other creative elements to them (restrictions possibly).
Hall of Eternities Legendary Land
Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
Whenever a planeswalker enters the battlefield or activates a loyalty ability, you may add one mana of any color to your mana pool.
I am not against the rebranding by the concept term Leyline. I like it a lot actually. However, I do feel it's on the table that this concept has been too strongly relayed that these are domains whose power creates particular status of the environment, and planeswalkers can simply draw on that. It's creating isolated specifics that aren't mysterious enough (or as mysterious as they want to be) with the mainstream action in which they have been presented. Esoteric creates a shroud of mystery, and relays suspense that's imperative to world building, story building, and atmospheric setting.
It's also more adaptable to other types of permanents, that would of design space which should not be neglected, and would likely come in very handy.
Private Mod Note
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Rollback Post to RevisionRollBack
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Land
Esoteric (This land enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this land to a planeswalker you control.)
: Add C to your mana pool. If you control a planeswalker, you may add one mana of any color to your mana pool instead.
A deck can have up to five cards named Aurora Halls.
Aurora Halls
Land
Esoteric (This land enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this land to a planeswalker you control.)
: Add C to your mana pool. If you control a blue Planeswalker, you may add U to your mana pool instead.
Pretty simple. Almost hurts the waking mind to think about how cool certain planeswalker become. Could maybe need the Legendary Type, or another restriction to prevent abuse? Not [enters the battlefield tapped]. What stops a person from packing the entire spectrum and just playing mass Exploration on Summer Bloom into a crushing ultimate? Okay, maybe that's not entirely broken, but something to consider for preserving challenge. Wanted to maybe include legendary creatures also for the mana ability for more interactivity, but almost want to preserve the challenge of it being limited more. Can't go wrong with leaving that space for entire nother cycle of lands for legendaries.
Obviously, this could say permanents instead. And you can get something like this:
Magician's Orb 0
Artifact
Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
Or supplement
Magician's Orb 2
Artifact
If a planeswalker would have any loyalty counters placed on or removed from it, you may have three times that many loyalty counters be placed on or removed from that planeswalker instead. If you do, exile Magician's Orb.
It's like a Pokéball.
This is the low ball. 4 would be based. And 3 would be mid.
Sparkholder's Shard 1
Artifact
Psychometry (As you cast this spell, you may shuffle a card from your hand into your library then draw a card.)
Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
Magician's Orb 4
Artifact
If a planeswalker would have any loyalty counters put on or removed from it, you may have it be three times that many loyalty counters instead. If you do, exile Magician's Orb.
Aurora Halls
Land
Aurora Halls enters tapped.
t: Add U.
Esoteric 2 (This land enters with two loyalty counters on it. Whenever a planeswalker enters, you may move a loyalty counter from this land onto it.)
Tapping for blue after you have a blue permanent isn't the best but considering the value these lands add in multiples it's questionable if even that is warranted.
I honestly feel like, this is too powerful to become a full cycle of lands. But the mechanic is still cool, would be cool on artifacts and other permanents costing mana, but for a land would be okay only as a prismatic land.
Hall of Eternities
Land
Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
: Add C to your mana pool. If you control a planeswalker, you may add a mana of any color to your mana pool instead.
A deck can have up to six cards named Hall of Eternities.
Maybe to sweeten the pot, increasing the hold it can have like this. Something I know I've done and talked about in the past. Making it five instead of six is also on the table to preserve challenge a bit, while pushing the probability factor up past that 46% threshold that 4 copy limits naturally have.
Hall of Eternity
Legendary Land
Hall of Eternity enters tapped.
t: Add one mana of any color.
Esoteric 2 (This land enters with two loyalty counters on it. Whenever a planeswalker enters, you may move a loyalty counter from this land onto it.)
I think my final version is in.
I prefer the limit on five over six, it's like they each would reflect one of the five colors. Five different versions could be painted towards this theme too. The ability is silly powerful. Don't want to get irresponsible here. Just want to build some suspense.
Then call it Leyline, planeswalkers in the stories use them a lot (Specialy Nissa) to provide themselves with extra strength in combat or accessing more powerful spells, also it fits on being land associated as Leylines represents the flowing mana of a plane.
Yes, but an EtB card that actually functions within the parameters of the game reflects my reality much better. A pity you're so greedy that you can't see past your own appetites.
He seems to have some kind of grudge against triggered abilities, which are the most basic and rules tied type of ability in the game, which is odd to say at least.
This is not an obvious fact.
It is an obvious fact that losing a land drop can cost you the game.
Having your land enter the battlefield tapped can cost you the game.
There's nothing greedy about my current version. 58% chance of drawing one now in your opening turn (without your A.S. mulligan rule) simply secures a better coin flip, or every other game. You have to actually control a permanent before it produces prisma. It only gives you one loyalty counter. Yours gives you two, which is way more greedy and broken stand-alone. You don't need to produce mana when you can fire off your ultimate two turns early (or better).
I can't be bothered to spell such simple things out, that would be an insult (at least!) to your intelligence and I would never do that to you. Trust that in time true reflection shall endow grace. As for my card, not to toot my own horn, but I didn't realize how subtly brilliant it truly was until you pointed out every reason why. I'm just in awe of myself honestly. Don't worry, you'll still be given first credit though its clear at this point I've made this mechanic all my own.
As a judge, I can confirm that, in fact, your ability does not work within the rules. This is obvious because no other card in the game functions in the way you have created this text.
By definition, an ability must be either a activated, triggered, or static ability. Unless you actively create a new rule for this that creates a new special action (like morph), you cannot have an optional action that is not an activated ability.
You have not created a new rules section to support your hypothetical text, and there is no value in doing so when you can use existing templates to accomplish what you want the card to do already.
Esoteric 2 (This land enters with two loyalty counters on it. And It has Remove a Loyalty counter from ~ : Add a loyalty counter to target planeswalker)
With an activated ability you can even open up more design space like hideaway, like
Aurora Halls
Aurora Halls etb tapped.
Esoteric 1 (This Land enters the battlefield with a loyalty counter)
t:Add one mana of any color among planeswalkers you control.
Remove a Loyalty Counter from ~ : Add C
Remove a Loyalty Counter from ~ : Put a loyalty counter on target planeswalker you control.
(With this one Probably being a tad to strong due to possible ramp)
Very true but this doesn't mean every land should be entering untapped the bigger the upside the better it is to have a limiter on the land.
Besides Esoteric not being a correctly worded ability I actually agree that this version doesn't need to etb tapped.
Being able to put six in your deck (not with our Mulligan rules but you know the actual mulligan rules the game currently follows) is pretty arbitrary and doesn't really fit flavorwise. As for the mechanical part non basics already overshadow basics in most formats why increase this trend even further. And since that line is format independant the number of decisions for superfriends commander decks is heavily decreased since one is already pretty high as an auto include never mind 6 of them.
Whereas leylines for most players are probably most heavily associated with that one mechanic (Leyline of the Void and friends).
There could even be a cycle:
A Lovely Skull 1B
Sorcery - Gift
Put two loyalty counters on target Liliana planeswalker.
Great. I'll put it next to the melty candles and pentagrams.
in fact look at this
Common Version
Greener Pastures
Land [Common]
Leyline (This land enters the battlefield with a loyalty counter on it. Whenever a green planeswalker you own enters the battlefield or activates a loyalty ability, you may move a loyalty counter from this card to that planeswalker.)
Greener Pastures enters the battefield tapped
T: Add G
Uncommon Version
Blackwaters Well
Land [Uncommon]
Leyline (This land enters the battlefield with a loyalty counter on it. Whenever a blue or black planeswalker you own enters the battlefield or activates a loyalty ability, you may move a loyalty counter from this card to that planeswalker.)
Blackwaters Well enters the battefield tapped
T: Add U or B
Rare Version
Garden of Burnwillows
Land [Rare]
Leyline (This land enters the battlefield with a loyalty counter on it. Whenever a red or green planeswalker you own enters the battlefield or activates a loyalty ability, you may move a loyalty counter from this card to that planeswalker.)
Garden of Burnwillows enters the battefield tapped unless you reveal a red or green planeswalker card from your hand.
T: Add R or G
Hybrid Abilities
Hybrid abilities have two natures. A primary nature and a second nature. For interactivity purpose, the ability counts as its primary nature when referred to by other effects. The secondary nature merely provides descriptive context, towards the hybrid mannerism in which this ability exists within the game, and its dynamics. Blending the lines between timing triggers, activation clauses, and static existences.
What we have here is a triggered ability on a static base. It would operate as a triggered ability, but within the defined parameters (existing within a static time-frame) allows the player to choose when the ability is triggered. In this case, it's very close to an activated ability, but since it doesn't have a cost, it's not an activated ability.
Hybrid abilities allow developers to provide new tiers of interactivity with innovating wording composure that's both clean and convenient.
So they are trying to be all 3 types of abilities at the same time by not beign any one of them at all?. What's the point then.
It only add untrackability, ambiguity, and a unnecesary layer of need for additional ruling to even comprenhend.
There is only potential to throw it onto legendary lands later down the line, given they have other creative elements to them (restrictions possibly).
Hall of Eternities
Legendary Land
Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
Whenever a planeswalker enters the battlefield or activates a loyalty ability, you may add one mana of any color to your mana pool.
I am not against the rebranding by the concept term Leyline. I like it a lot actually. However, I do feel it's on the table that this concept has been too strongly relayed that these are domains whose power creates particular status of the environment, and planeswalkers can simply draw on that. It's creating isolated specifics that aren't mysterious enough (or as mysterious as they want to be) with the mainstream action in which they have been presented. Esoteric creates a shroud of mystery, and relays suspense that's imperative to world building, story building, and atmospheric setting.
It's also more adaptable to other types of permanents, that would of design space which should not be neglected, and would likely come in very handy.