And in this case, my general design rule is that if I've been thinking something is off and somebody says it is off, that means it's worth looking into
Given that Grave Danger is especially weak against fliers, playing with the deck is a great way to learn more about how to compensate for a deck's shortcomings
The crew 1 bit is largely irrelevant, so concentrate on how close to free this makes all your equips and how free it makes them with cost reducers
Theres another possible fail state with the deck where you can draw Charnel Trolls and no enablers, or else miss your enablers, but you should usually be able to cast a different three-drop in those spots and cast Charnel Troll later in the game after your opponent has killed some of your creatures
Disturb At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it