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.
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
can create up to an eleven life gap (with Fury and Timber
), while Razel manages nine (wF&T). Against Uranus
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
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.