This card is very comparable to Oracle's Attendants, but more

powerful, in that it doesn't need to absorb the damage itself. In most

cases, it has the same potential effect - It prevents up to 4 damage

(As much as Oracle's Attendants can absorb), but with the added

benefit of an option to protect the player, instead of a creature.

Black, white, and blue pose primary threats to this card's protective

abilities, as it can be easily killed, removed from the game, or dealt

with through tapping, freezing (a 2-turn, or permanent tap), or

returned to the hand or library; but, when dealing with the other

colors, it should be very effective. Red, for example, would need to

deal a total of 8 direct damage to the Healer to successfully kill it.

Green has the same problem, as its only means of creature

destruction (non-flier) is the "fight" function - The creature fighting it

must be able to deal 8 damage to kill it, or it would be capable of

saving itself. In any case, over-coming only 4 damage should not be

very difficult, with a proper setup. Massive damaging setups, like a

green-trampling force, will overcome it very quickly. It is better for

technical work, adding versatility as a petty manipulation. Go on

offense - While you crash into the opponent with your creatures, the

Healer might save a single target from lethal damage. It isn't an

instant, and therefore can not be hidden, but
does still impose an

ultimatum on the opponent. This is the sort of tactic that I would like

to see used more often; because automated, pre-designed tricks

that can't be reasonably dealt with are just boring.
Eighth Edition
8ED White