What the deck unfortunately lacks outside of its fun playstyle is a decent late game and win conditions, as while you can build energy consistently, there aren't many places to spend it aside from continuing to ramp up your existing board in the late game
I guess more folks than me enjoy doubling a Psychic Possession
7: You gain X life and draw X cards, where X is the number of lands you control
Besides Shop Tickets, you can spend one Trade Token to buy one Pack Hourglass, up to 60 times
Therefore, I don't know if we'll see this creature make waves in tournament play, since many games of Standard currently don't even make it to turn seven
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