Healing Hands
Lifegain-with-cantrip is white's classic training slot, the effect handed to a beginner because it can never go wrong and never quite goes right. Here the four life is functionally free in card terms, since the spell replaces itself; what it actually costs is a whole turn spent doing nothing to the board. That tension defines this design tier: a safe, generically useful play (stabilize a little, keep the cards flowing) that never rewards casting it on a turn that mattered. Set it beside Revitalize, which draws and gains at a lower cost for less life; white's filler cantrips get tuned to the floor of whatever environment they're in, and this one sits a notch higher on the curve in exchange for a bigger swing. The "target player" clause is the quiet flexibility, letting it become a political chip or a gift in a multiplayer game, though nearly every cast points it right back at its own controller. Built as accessible common-tier lifegain to smooth a new player's draws, it fills a real gap in a starter-level white deck and almost none anywhere else.

