Children of Korlis
The accounting is what makes this a combo piece rather than a lifeline: the sacrifice clause refunds life equal to everything you've lost this turn, damage and payments alike, so its payoff scales with how badly you've hurt yourself. Most white life-gain is a fixed number stapled to a body, priced before the game starts. This prices its refund retroactively, against a wound that has already happened. That inversion is why it lives in engines its own color rarely builds: pair it with any effect that drains huge life in a single turn (the life-loss rituals that fuel Tendrils of Agony storm chains are the canonical home) and cracking it hands all of it back at once, turning a one-shot life payment into a renewable resource you can spend again. The 1/1 body is a vessel for the sacrifice ability, nothing more. The real constraint is that the card does nothing in advance: you have to have already taken the hit before the gain means anything, so it is useless as a held-up prevention spell and only pays a deck willing to walk to the edge on purpose. White rarely writes text this comfortable with self-inflicted damage; this one exists almost entirely to underwrite combos that treat life as a currency to be spent and immediately recovered.

