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. |
