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}.
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
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.
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}.
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.)
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.)
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
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.)
Instant -- Destroy this, put 2 cards from your hand and/or arsenal on the bottom of your deck: Your next arrow attack this turn gets +4{p}.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)
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}.)
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.