The Enigma Jewel // Locus of Enlightenment on the battlefield.
Magistrate's Scepter and Ventifact Bottle on the battlefield or in your graveyard.
You have at least two additional nonland permanent cards either on the battlefield or in your graveyard that have at least one activated ability.
({9} magic symbol) ({U} magic symbol) the first turn, plus an additional ({2} magic symbol) available if The Enigma Jewel is tapped, with at most ({3} magic symbol) available every other turn available.
Steps
Activate The Enigma Jewel's first ability by tapping it, if able, adding ({C} magic symbol) ({C} magic symbol) that can only be spent to activate abilities.
Activate The Enigma Jewel's second ability by paying ({8} magic symbol) ({U} magic symbol) , exiling it, exiling Magistrate's Scepter and Ventifact Bottle either from the battlefield or from your graveyard, and exiling two other nonland cards with activated abilities either from the battlefield or from your graveyard, returning The Enigma Jewel to the battlefield transformed.
Activate Locus of Enlightenment using Ventifact Bottle's ability by paying ({3} magic symbol) and tapping it.
Locus of Enlightment triggers, copying its ability.
Resolve both Locus of Enlightenment abilities, putting four charge counters on it.
During your next turn, activate Locus of Enlightment using Magistrate Scepter's second ability by tapping it and removing three charge counters from it.
Locus of Enlightment triggers, copying its ability.
Resolve both Locus of Enlightenment abilities, causing you to take two extra turns after this one.