The way I was thinking about Steal was as a combo, or two-in-one, ability. We currently have three in the game: Protection: Power and Damage; +X Power and Damage; and -X Opp Power and Damage, Min Y.
Razel
3*
Nightmare
7/2
Steal: 2 Life, Min 5
Let's compare this imagined card to
Cutey. Equal stars and same clan. Razel has two less damage and one more power. Razel's ability is not connected to his damage, thus is immune to DR, but doesn't get the boost from fury that
Cutey gets.
Cutey can create up to an eleven life gap (with Fury and
Timber), while Razel manages nine (wF&T). Against
Uranus,
Cutey only scratches a two point gap, while Razel still can land five.
Cutey doesn't care how much life the opponent has, but Razel can't drain life OR GAIN IT if the opponent is hit below five by his damage.
Another card to compare is
Pan.
Pan has one more damage than Razel, one less than
Cutey, and gains three life regardless of DR, Opp Life, or damage. Maximum gap is eight. Against
Uranus, he pulls four. He's clearly the safest, but the others eek out a bit more life.
As for the attack steal ability, I'm pretty sure I admitted it's uselessness previously.