Convalescent Care
The trigger only fires when you are already at five life or less, which is to say it pays out exactly when you are closest to losing. That conditional is the whole design problem: a card-and-life engine this cheap would be oppressive if it ran unconditionally, so the price of admission is living in the danger zone to collect. Three life back per turn keeps you treading water against a clock, the extra card per turn refills your hand, and the loop only ends when something kills you in a single turn or you climb back above five and switch it off. It rewards a deck built to bottom out on purpose: pay life freely, dip to the threshold, then let the enchantment stabilize you while it digs. The cruel symmetry is that the same low-life position powering the engine is the one an opponent is racing to punish, so every point of incoming damage is both your enabler and your executioner. It belongs to white's early pain-for-value tradition, asking you to treat your life total as a resource rather than a buffer. Read it next to lifegain that triggers on attacks or upkeep without a condition and the difference is stark: this one does nothing while you are comfortable and everything once you are not.
