A simple defensive ploy would call for you to return Divine Wind to your hand during your End Phase, to keep it safe from your opponents cards and ripe for reuse next turn: your Spellbook-wielding opponent is welcome to play The Grand Spellbook Tower as often as he likes, well just blow it away by replaying Divine Wind
Aboleth would copy the ability of Bane of Progress and said ability you create would still be linked back to Bane of Progress, so Bane would still get the counters
This combination helps you control the field by letting Articuno EX handle strong opponents with ease once Blizzard is ready
Amethyst cards are usually magic-focussed, Amber relates to healing and protection, Steel and Ruby cards tend to have higher challenge power, Sapphire is more strategy-focussed, and Emerald is a bit of everything
Siri capable even when folio case is fully-closed
The Seal of Orichalcos isn't really a promo, since it wasn't intended to make its way into the hands of players, and was never legal in any form of tournament play