I had this thought some time ago and decided to post it up for discussion.
I'd like to see a new skill for Life simply called "Regenerate."
Would go something like this...
Regenerate- Target creature regains 1 HP per turn until fully healed. It would work just like "Infection" but instead heal 1 HP a turn. If played on a creature that is poisoned, it would negate the poison, but the healing effect would be negated as well. Example: I have an Otyugh that is damaged for 3 HP from a Fire Bolt leaving it a 0/2 creature. When regenerate is used on it, Otyugh will take 3 turns to get back to full health.
However, if the Otyugh was poisoned (1 poison counter) down to the 0/2 instead of Fire Bolted, the healing effect of Regenerate would kick in after the poison had taken effect. So for a split second, the Otyugh would have a DEF of 0/1 before being healed back to 0/2.
Also Regenerate would stack just like Infection. If I have 3 poison counters on a creature and 2 regenerate counters, eventually the creature will die, but will take much longer to do so.
Finally, after a creature is fully healed, the Regeneration effect would fall off and if the previously Regenerated creature were to take damage again it would require a new regeneration effect to heal it. Also, if a creature were to be fully healed while infected, both the regeneration and infection would drop off.
The idea is to offset Infection abilities while giving Life some more healing abilites. I don't want to see an effect that completely stops the poison much like Purify does when a player is poisoned. I feel that is a bit much and takes away from the potency of Infection.