That Which Was Taken
Indestructibility was a young keyword when this artifact tried to franchise it. Most early designs glued the word to a single creature; here the protection is portable, dispensed one divinity counter at a time, and it persists on whatever it lands on while the artifact stays in play. The structural trick is the split between marker and effect: the divinity counter rides the target, but the static ability that grants the indestructibility lives on the artifact itself. Lose the artifact and the counters remain as inert decoration, the protection gone with its source. That dependency makes the engine a single point of failure, which is most of what keeps it honest. Point it at your own threats and they shrug off destruction and lethal damage; point it at a land or an Aura and you have armored a piece of board that removal usually ignores. The asymmetry cuts both ways, since the granted ability reads across the whole battlefield: a stray counter on an opponent's permanent helps them as much as you. The activation runs at instant speed, so the four-mana-and-a-tap price can be paid on an opponent's end step to protect against a known answer, which is the only way the slow rate ever feels reactive. Build it to lock in a few high-value permanents and ride them; it sits early in a design conversation that later continued in cleaner, cheaper forms.

