Are we looking to make the card playable, or just better? Well Uxie X is the natural comparison to this card. Uxie X was a utility card that could attack when necessary. Let's focus a bit on its Ability. Uxie X was basically a free card after Uxie was played. If Uxie X was on its own, it would not have been that good. Even so, we need the essence of the Ability to be the same. To make the ability better, we need to focus on getting more cards or getting better cards. My first intent was to make it along the lines of "look at 4, discard/putback 2". That was too close to Sage's Training for my tastes.
Instead, I decided to go into Magic development space. To make Musharna's ability better, we want it to give you better cards OR more cards. Giving it more cards doesn't change the strategy and it seems lame and common. I wanted to make the card a little bit more special. I finally came to the conclusion to make this card similar to "Gifts Ungiven". I'll post the final Ability in my final card analysis. I'd need to test this ability out to find out if it is too good. I think there are enough checks on Musharna to make it not absurd, but the first thing I would add is a clause that says that the two cards cannot be of the same type (TSS/Pokemon/Energy), but that'd be confusing to word).
Secondly, the retreat minorly holds it back, but I like how most "support" cards are dangerous. Either we would need to change this to a different Pokemon or leave its retreat cost the same. I like this ability for Musharna, so I'm leaving it as it is. I want this card to demand energy, but give you a very good effect.
Moving on, its attack! Uxie X's attack was a silver bullet. It had two or three targets (Uxie X, Machamp, and Toxicroak G) and it stuck with those targets. Musharna's attack is fairly uneventful and boring. I do want to keep the sleep mechanic there, but I want to make it more of a silver bullet similar to Uxie X. In particular, Mewtwo EX is public enemy #1. I really like the "flip two coins" mechanic from days of old for sleep. Musharna's attacks are supposed to be weak, but exciting. I flipped a few times between CC and P for energy costs, but I set the attack cost to P to make it a bit more skill-based. Here is the final card that I came up with. I'd need to play around with the Gifts Ungiven text, but here it is!
Musharna @ 100HP {P}
Stage 1: Evolves from Munna
Ability (Gifts Ungiven): Once during your turn (before your attack), you may search your deck for 2 cards with different names and reveal them to your opponent. Your opponent chooses 1 of them and puts it into your hand. Put the other card in your Discard Pile. Shuffle your Deck. You may only use one Gifts Ungiven Ability per turn.
Ability (Dreamy Sleep): As long as Musharna is your Active Pokemon, each player flips 2 coins for his or her Pokemon that is Asleep between turns. If either coin is tails, that Pokemon is still Asleep.
P Fluffy Dream 20
If the Defending Pokemon is a Basic Pokemon, that Pokemon is now asleep. This Pokemon is now Asleep.
Weakness: {P} Resistance: N/A Retreat Cost: {C}{C}{C}
I really enjoy the skill behind the power of my version of Musharna. It requires an active player and an active opponent. The information your opponent has is very important. I still think the Ability is a tad bit too powerful, but it'd make Stage 2 decks a lot more powerful. Your opponent has to pay attention to which cards you are showing him/her and you have to pay attention to what information you are giving him/her. The card's essence and flavor is still very present, just I tightened it up a bit.