Hallowed Healer
Damage prevention bottled into a recurring tap ability: a fog you can aim, repeatable every turn, that costs nothing but the body's availability. The 1/1 frame tells you this was never meant to attack or block; it sits back as a sponge for combat damage and burn alike, soaking two off the top each turn and scaling to four once the graveyard reaches seven. That threshold clause is the design wrinkle worth noting: a defensive card built to reward a deck already doing graveyard work for other reasons, so the upgrade arrives precisely when an attrition-leaning white shell has milled or traded its way into a stocked yard. Prevention as a mechanic has always struggled to earn its slot because it does nothing proactive: it cannot kill, cannot pressure, only stalls. The threshold escalation is the attempt to make that stall matter late, when four points absorbed per turn can blank an attacker or buy the time a control plan needs. The "any target" wording does not redirect the damage, it only widens which creature or player the prevention shield can sit on, so a single tap can save your own attacker mid-combat as easily as it saves your face. That is still defense, just defense that follows the threat. At heart this is a slow white roadblock for a graveyard-aware board, the kind of card that asks for patience rather than tempo.
