Choose 1 or both;
Target attack action card with 1 or less base {p} gets +5{p}.
Target attack with stealth gets "When this hits a hero, banish the top card of their deck."
Stealth
When this hits a hero, banish the top card of their deck. Then look at their hand and banish a card with the same color as the banished card.
Whenever this banishes an action card, gain 1{g}.
Stealth
If you've played or activated 3 or more attack reactions this chain link, this gets +3{p} and "When this hits a hero, look at their hand and choose a card. Search their hand, deck, and graveyard and banish up to 3 cards with the same name as the chosen card. They shuffle."
If 1 Chi was pitched to play this, Cosmic Awakening's {p} is 10.
If 2 Chi were pitched to play this, Cosmic Awakening's {p} is 15.
If 3 or more Chi were pitched to play this, Cosmic Awakening's {p} is 20.
When this enters the arena, move any number of +1{p} counters from auras you control onto this.
Once per Turn Instant -- Remove a +1{p} counter from this: Create a Spectral Shield token.
Ward 2 (If you would be dealt damage, destroy this to prevent 2 of that damage.)
Combo - When this attacks, if Crouching Tiger was the last attack this combat chain, this gets go again and the next Crouching Tiger you play this combat chain gets +3{p}.
This enters the arena with two +1{p} counters. If a Chi was pitched to play this, instead this enters the arena with four +1{p} counters.
Ward X, where X is the number of +1{p} counters on this. (If you would be dealt damage, destroy this to prevent X of that damage.)
When this enters the arena, if you control no other Illusionist auras, gain 1 action point.
During your turn, this has ward 6. Otherwise, this has ward 1. (If you would be dealt damage, destroy this to prevent damage equal to its ward.)
Victor Specialization (You may only have this in your deck if your hero is Victor.)
Create a Gold token. Then if you control 3 or more Gold, create that many Might tokens.
Go again
As an additional cost to play this, banish 3 random cards in your graveyard.
If 1 or more cards with 6 or more {p} are banished this way, this gets +1{p}. 2 or more, this gets go again. 3 or more, you may play a card banished this way this turn.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Amp 1 (The next time you would deal arcane damage this turn, instead deal that much plus 1. This happens before prevention effects.)
If you have no cards in hand, draw a card.
You may remove three +1{p} counters from among auras you control rather than pay 10,000 Year Reunion's {r} cost.
Ward 10 (If you would be dealt damage, destroy this to prevent 10 of that damage.)
Rune Gate (If you control Runechants equal to or greater than this card's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, if a hero has lost {g} this turn, create an Eloquence token.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)