Kitsune Healer
That second clause does the work; the first is filler from white's long lineage of incremental damage-shavers, a tap to clip a point off a Shock or trim an attacker. Forgettable. But the legendary line was built for an environment dense with legends, where most of the permanents worth protecting wore the supertype. Tap to wrap a legend in immunity from all damage for the turn and combat damage stops, burn stops, damage-based removal stops cold. It does not stop everything (a destroy or exile effect still resolves; this is prevention, not protection), but in an era leaning hard on damage to kill things, that gap rarely mattered. So a 2/2 with two modest abilities became a recurring shield: an answer that costs no card and readies again each untap step. This is how a mechanical theme earns its keep among commons and uncommons. The generic prevention is priced for the floor; the legendary clause is a structural reward for committing to the set's signature card type. Strip the legends out and that ability is dead text. Build into them and you have a repeatable damage shield that turns a burn-heavy removal suite into wasted mana. The honest tension is that it asks you to care about exactly what the environment was already asking you to care about, which is both the point and the limit.
