The ideal way to win is simple: Turn 1: Swamp, Play Dark Ritual, Cabal Ritual, Entomb: Getting Griselbrand, Cast Shallow Grave to drag Big Gris' butt out of the grave, Activate Griselbrand's ability twice to draw fourteen cards, Then Play any ritual effects you drew, aka Dark Ritual & Cabal Ritual, afterwards it's up to you how you get to ten spells cast in the phase, but you will finish out by playing Tendrils of Agony
It could be that their effect is unique or a new take on an old mechanic I like
The wizened old patriarch, the uber-powerful being that reeks of age and the grave, yet steeps itself in regal pageantry
It takes very little work to create five Treasures, and the utility of finding artifacts or dragons without any restrictions makes it easy to end a game with Magda
While at the time of writing we do not know if Valley Questcaller is part of a cycle akin to the Villages, cards akin to it are all but assured to appear
For five mana, you get a Green White Enchantment that makes it so that whenever you tap a land for mana you get to add one mana of any kind that land can produce