Here are a few ideas that, like Zanz's proposed Mummy-->Sarcophagus (Scarab Generator) idea, require certain very specific interactions to 'activate', but become quite strong when activated.
Hypnotic Lemure5 Darkness --
Creature1/1 (
Upgraded - 3/1).
3 Light: Hypnotism: Until the beginning of your next turn, whenever Hypnotic Lemure would deal damage or be dealt damage by a non-Death creature, that creature leaves it's owner's control and joins the Lemure's controller's side (if space allows. If not, it remains where it was placed.) This effect targets the affected creature (so Immortal creatures are not affected).
This requires Gravity Pull to be useful, but with Gravity Pull, it can potentially steal every creature on your opponent's team (Grav Pull the Lemure, and every creature on the opponent's team "would" deal damage to it, but will join your team before they get there.) Requiring 3 elements to pull off (and only one can be acquired with a single Supernova) -- or 4 if you want to Quint it (which you do, because it's incredibly vulnerable) -- it's not an easy trick to pull off, but it's effect is a total game-swinger if you can pull it off.
Luscious Nymph3 Life --
Creature3/2 (
Upgraded: 5/2)
When Luscious Nymph is in play, no other creature may be the target of the Devour ability.
If Luscious Nymph is Devoured, the creature that Devoured her gains +0/+3 in addition to the normal Devour effect, and joins the team the Luscious Nymph was on. This effect occurs even if the Devouring creature is Immmortal at the time.
Pretty straightforward: it's called "how to deal with Quintessenced Otyguhs, courtesy of Life Element."
Alchemiac Conjuration6 Aether --
Creature0/1 (
Upgrade: 0/4)
Immortal. Whenever either player plays an Alchemy card, Alchemaic Conjuration gains +1/+0 and gains the ability of the relevant Nymph until the end of it's controller's next turn.
This will just get fun with all of the new Alchemy cards going around, but if your opponent doesn't have any, you'd better be packing some useful ones your self.
And finally:
Shrieking Falcon2 Air --
Creature3/2 (
Upgraded: 4/4)
If Shrieking Falcon is duplicated by any means, immediately after being duplicated, it grows into a Shrieking Flock.
2 Air: Dive
(Keep in mind that Chaos Seed can randomly cast PU, so it's important not to specify TU in the effect discription.)
Shrieking Flock6 Air --
Creature6/5 (
Upgraded: 8/5)
If Shrieking Flock is killed by damage, it spawns three Shrieking Falcons.
3 Air: Dive
(This leaves it vulnerable to a variety of instant-death effects such as Devour and Paradox, as well as the 'not-technically-damage' Plague/Aflatoxin, but makes it an easy target for Gravity Pull, Eagle's Eye, and the various damaging spells.)
The Sarcophagus idea is an excellent one, and the game deserves a few more of those one-off unique interactions that can spawn radical deck ideas. Let's do it!