Enchantment - Quest
(Add a quest counter as this enters. Sacrifice after 6.)
Whenever a land you control enters, add a quest counter.
Reveal the top card of your library. If it's a land card, put it into your hand. Otherwise, you may put it into your graveyard.
Until end of turn, creatures you control get +5/+5 and gain vigilance, trample, and haste.