You now have a 6/6 with flying, trample, and "curiosity." Also, when you mutate, you get to exile cards from the top of your library until you exile a nonland permanent card which you get to put onto the battlefield or into your hand
At a glance, it might not look like the two enchantments really synergize with each other since Fight Rigging cares about having a big creature on the battlefield while Cemetery Tampering wants a full graveyard
However, instead of going on quests, locations generate lore every single time you start your turn with them on the board
It lets you risk milling yourself out, but can give you a whole host of board presence in the late game
Card Name Mana Cost Type Sorcery Rarity Uncommon rules Text Until end of turn, any time you could activate a mana ability, you may pay 1 life