Orim's Prayer
A defensive Pendrell Mists in white's clothing, built on the era's recurring idea that lifegain could be a passive engine rather than an effect you cast in a panic. The trigger keys off the act of attacking you, not damage dealt, so the life arrives whether or not the creatures get through: a wide board of attackers pays you regardless of blocks or fog. That mechanic carries the entire design. It rewards being the player the aggressor has decided to race, turning their tempo into your cushion, and it scales with exactly the board states that are supposed to threaten you. The cost of that elegance is its narrowness; a single large threat gives you only a trickle, the turns nobody swings give you nothing, and on offense it sits idle. White has revisited the structural idea repeatedly (Sphere of Safety taxes the same attack step, various lifegain enchantments accumulate triggers), but this is the cleaner, dumber version: no toll, no payoff loop, just a slow drip of life proportional to how badly your opponent wants you dead. It belongs to a category Tempest helped define and later sets mostly abandoned: the enchantment that wins by attrition while you do something else, asking only that the game go long enough for arithmetic to matter.
