It strikes me very often when I look at a card that "this could have been great if...". Finally, I've decided to try and do something with all that. So let's try and fix cards that we think are underpowered. Don't worry about making cards better than existing effects. I'll start a new thread eventually about cards that make no sense why they do this or some such thing (I still have a huge problem with Disenchant destroying artifacts...) Kavu Climber (Invasion) 3GG Creature - Kavu Trample When Kavu Climber comes into play, draw a card. 4/3 Why this is better: just looking at them, how can a creature have a power greater than 3 and not trample? They're normally huge! This doesn't make him overpowered really, as he still has the same toughness that allows you to Rage him. Vile Consumption (Invasion) 1BU Enchantment During each player's upkeep, that player pays one life for each creature they control or sacrifices that creature. Why this is better: it works in multiples now, so 3 in play means an upkeep of 3 life. Can be an effective life loss method now. Abyssal Horror 1BB Creature - Horror Flying, Echo. When Abyssal Horror comes into play, each opponent discards a card at random from their hand, then chooses and discards a card. 2/1 Why this is better: the inherent problem with the horror was that when you could cast it your opponent's hand was empty, or they had a hand full of counters. It's a waste usually. This is a bit more reasonable, maybe too good (I haven't tested it). Pale Moon 1U Instant Choose basic or nonbasic lands. Until end of turn, all lands of that type produce colorless mana at end of turn instead of their normal mana. Draw a card. Give it a try, it's actually draws you in when you see more blatantly stupid things on some cards.