Convalescence
One life per turn, and only once you have already dropped to 10 or less: the entire output is a trickle that switches off the moment you climb back above the line. That conditional gate is what defines the card, not a power level. It does nothing while you are healthy, kicks in only when a clock has bitten into your last few points, and stops the instant you recover, which makes it a self-limiting floor rather than a lifegain engine that compounds. The trigger reads more like a status check on your upkeep than an ability you build a plan around, and the cap of a single life per turn keeps it honest in an era when white was still calibrating how much passive lifegain it could safely hand out. It sits in a strand of late-1990s white design built around upkeep-triggered insurance: cheap permanents that asked you to outlast a race rather than win it, paying a small fixed cost up front for a drip that only mattered against decks trying to burn out your final points. The narrowness is the period showing: when an enchantment slot could be spent on something this specific and still earn a home in dedicated control shells looking to blunt a fast aggressive clock.
