Master Healer
The 1/4 body is the tell here: this is a damage-prevention battery built to survive long enough to tap every turn, not a creature meant to attack or block for value. The repeatable ability turns five mana into a per-turn shield that can point anywhere on the table: fogging a single big attacker, soaking the bulk of a burn spell, or keeping a player out of lethal range one increment at a time. The design discipline is the four-damage cap and the once-per-turn tap. Each activation locks onto one target and one target only, so it cannot cover two threats in the same combat unless you find a way to untap it, and the prevention runs dry the instant those four points are spent. That ceiling is what keeps a recurring prevention engine from locking down a board entirely. It descends from the Circle of Protection lineage, where white paid an ongoing cost to negate damage by source, but this design trades color-specificity for repeatability: no source restriction, just a flat four points wherever they are aimed. Because the prevention is a one-shot per turn, it rewards timing the activation against the swing that actually matters rather than the first point of damage that arrives. A control-leaning piece from an era that priced creatures for combat rather than utility, it asks to be built around as a fixture rather than slotted in as a body.






