Not happy with Land Grab, possible variants could be:
+1VP
Gain a Victory card worth 5 or less. If you don't buy or gain a Victory card this turn, trash this card. At the start of your next turn: +1 VP.
Does this make sense? It gives you a VP, and a Victory card worth 5. If you buy a Victory card in the turn you play it, you get an additional +1VP next turn. It becomes a potential +5VP play, but you must buy a Victory card to get to it. Is this simpler? Is it more balanced or have I pushed its capabilities too far? I think it is simpler and makes a great late-game card, or makes a Gardens deck shine.
Here's another variant:
When you play Land Grab, gain a Victory card worth 5 or less. Set this and the Victory card you gain aside, return them to your deck
at the end of the game.
Seems pretty cool to me, just like this, but now I wonder what a card like that would be worth. It's a nerfed Feast, but you gain VP that never clogs your hand, which of course, is pretty dynamite. Island is only worth 2, but it doesn't acquire anything, but is worth 2VP.
Last variant:
1VP (Big VP)
You may reveal Victory card from your hand, if you do, discard it, gain a copy of Land Grab. If you do, gain +1VP.
I'd probably rename the card if I took the last variant. Perhaps "Title Deed" or "County" or "Borough". The math on this gets weird, but its essentially a 3VP play, if you reveal a land card and are able to gain the card.
...the game stops when the supply pile ends, but the moment you buy a second one, is the moment you earned 3VP on the card played...but the acquired card earns just 1VP until it can be played.