Stunning Reversal
The design trick is the replacement effect: rather than gaining life or fogging an attack, it intercepts the loss itself the moment it would happen. That makes it broader than any life-gain or damage-prevention spell, but not universal. It answers what actually causes the game-ending event this turn (lethal combat, a burn spell that overshoots, an effect that drops you to zero) by replacing that single loss with a fresh seven-card grip and a life total of 1. What it does not do is remove the underlying condition. Poison, notably, sticks: the counters remain, so the next state-based check kills you again regardless of how much you drew. The price is the position it leaves you in. At 1 life with no buffer, it stabilizes nothing; it buys exactly one more turn and a full hand to find the line that actually ends the game. That reframes the card as a combo enabler as much as a panic button, since instant-speed refilling to seven is a payout some decks want independent of the life clause. The "next time you would lose this turn" wording is the constraint that keeps it honest: cast it on a turn nothing is killing you and it does nothing, then exiles itself. Timing the window is the entire skill, and the card assumes you have already lined up the win before you reach for it.
