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Moxonomy

Healing Leaves

InstantGreen mana

Take Healing Salve, split its two functions into a choice, and hand the whole package to green: that is the thought experiment running here. Both modes are pure white by historical convention, the gain-3-life and prevent-3-damage halves of a one-mana instant that had always demanded white mana to cast. The argument for green's claim leans on its old identity as the color of growth and regeneration, the case being that lifegain might plausibly belong to it as much as to the color of clerics and protection spells. The card never made that case stick, and the failure is twofold. The color-pie nudge stayed a curiosity rather than a precedent, because lifegain has remained overwhelmingly white in the years since. And both modes are the kind of reactive, board-neutral effect that has aged poorly across every color: damage prevention in particular was already drifting out of the design vocabulary by the time this appeared, a casualty of how confusing prevention shields read on the stack and how little they accomplished in practice. What lingers is the provocation itself: a single green pip buying an instant-speed effect that, in every other printing of its component parts, asked for white. The interest is in the boundary it tests, not in anything it does once it resolves.

Healing Leaves (plc)
PLC · #150common
Pricing
Normal: $0.15
Foil: $2.12
Oracle Text

Rules text

Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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