You know what UR needs? More types of abilities. I can think of a couple useful ones.
Naturally copy abilities, if the stats are bad.
Average power/damage adds yours and your opponents stat specified, and averages them. If it ends in .5 round up.
Pass:, if a card with pass: x wins a round, then the next card will have the effect. If a card with pass power + 2 won and the next card was Stanly
, he'd be a 10/8 with attack + 12. You can do this with life.
-1/2 opp life per damage
Supporter: gives support cards maximum effect
Choice: choose between 2 or more provided abilities, such as choice: power + 2 or damage +2 would mean you can pick one or the other. Your opponent doesn't know until played.
Random ability: picks an ability on the field and is treated with it. This card can choose itself incidentally and get no ability.
Switch power/damage. That'd be useful.
Absorb: takes in attack gain/reduction in the round. Therefore a Montana
would lose 12 attack, but up against Rowdy
could gain 8.
Charge: on first turn is 1x effect, 2 is 2x and so on
Discharge: on first turn is 4x, 2nd is 3x, and so on.
Recoil: any life reduction is sent towards your opponent too. Therefore if you have 10 life and your opponent has 3, they play Praxie
, you play this card, and they lose.
Solo:basically opposite of support
These are the ones that i would think could give UR some oomph. I've also heard protection pillz, but thats difficult to describe how it's used. Personally i only see it as a Leader
, but most people seem to have it figured out