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
Pillz poison/heal
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