({20} magic symbol) minus ({1} magic symbol) for each creature and artifact you control each turn available.
Steps
Activate
Sakashima the Impostor using
Avatar Kuruk's ability by paying ({20} magic symbol) minus ({1} magic symbol) for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
At the beginning of your end step,
Y'shtola Rhul triggers, blinking
Sakashima the Impostor. Choose to have it enter the battlefield as a copy of