Depending on your deck, Heal may come out triumphant in terms of usefulness in an
deck.
Aside, delaying your whole attacking force? I don't know if I would.
Air to me has always been about liberty and flexibility. This would open the doors of healing to
Air, which in my honest opinion could aid its recurring flexibility theme. The Airborne passive needs to be more integrated and while
Life and
Light are some of the strongest healers, it doesn't mean it has to -just- stay in their territory.
EDIT1: And thank you Zblader, I will use this until, with all due respect, better art comes along. ^_^
EDIT2: Oh and Jenkar, compared to Heal | Improved Heal you would need 4 airborne creatures on the field for Second Wind to equal its power.