Hypochondria
Damage prevention bolted onto an enchantment, with two ways to spend it: pay white and pitch a card for a repeatable shield, or sacrifice the permanent for one last burst. Three points at a time was never going to keep pace with the burn it was built to absorb, and the discard cost on the repeatable mode drains your hand for a fraction of what a single removal spell would buy. The flavor name lands the joke cleanly: an enchantment that frets over harm that may never arrive, spending mana and cards to ward off three points it cannot even guarantee it will need. What it represents is the long tail of white's prevention experiments, the lineage that runs from Circle of Protection through Story Circle, where the color tried to turn raw damage mitigation into a payable, repeatable engine rather than a one-shot fog. Sitting in an era built around the graveyard, the discard line gestures at synergy (feed it the cards you would rather throw away) but the prevention it returns is too small to matter against the threats that actually close games. Honest about its ceiling, it never threatened to be more than a curiosity in white's mitigation toolbox.
