Heal
I like the card but the name should change if it functioned like that. I don't see "heal" removing poison. If it only healed 30 and nothing more, it would make more sense.
Miracle
Ok, I'm totally against this. The coolest part of Miracle is when you play it when you have only 1 HP left. "It's a Miracle!!!". This new card would heal 1 HP in that situation. I would probably make it heal 60 and remove all poison.
Here, I was looking for some ways to add more counters to poison. The best solution would probably be to create new cards with this ability but creating new cards takes time whereas balancing is very quick (all the changes I suggested probably require less than 3 hours of work from Zanzarino). That's pretty much why this thread is all about the second solution.
Now if you consider that we're only talking about card changes and no content creation, the first obvious change appears to be Heal cause for now it's seriously underpowered.
Adding a "cure poison" effect to Miracle made sense too but I had to do something to nerf the healing part on the other hand. Right now, I find the card very close to be OP, mainly because of its synergy with Shard of Divinity (6 x Shard + 6 x Miracle = potentially more than 1000 HP healed). The suggestion might not be the best idea of my life but I found it fun when I wrote it:
* the synergy with Shard of Divinity remains
* the effect is similar to the old Miracle, as soon as you cast the spell when you have 50% health (instead of waiting for 1 HP left)
Also, notice that I'm aware that this is a serious nerf here. That's why I lowered the cost of the card.
Back on topic, here. Mainly about the Miracle nerf.
Your example with SoD and Miracle is completely off base. I run a fully upped SoD + Miracle + Sundial + Flying Glories + Explosions (mark of fire) in pvp, and while it is viable, it does not need to be nerfed. At all.
1) Usually, you have to start miracling when you've played only 2-4 shards of divinity, and by then the opponent usually has 40+ damage on the board. Since this uses up all your light quanta, you're hard pressed to then gain the light needed to play miracle again while at the same time playing more glories and animate weapons.
2) Permanent destruction (which many pvp decks have) is VERY dangerous, especially pillar denials.
3) Speed poison can usually out damage you. (Kill you before you can kill it; if you play a glory, you likely won't have the quantum for miracle, but if you don't play a glory, you can't kill it). Granted, sod + miracle can *sometimes* win against it.
4) Since this deck relies on a slow death, good rainbows can usually kill you too. Even though they can't kill any of your weapons, the bone wall still stalls for awhile. And rainbows can easily get 100+ damage on the board.
5) The whole healing half your hp thing. So you're saying I can would only be able to get half the use out of it I once did? For what? Not taking away all my light quantum? No thanks. If the whole heals only half your hp thing happened, miracle + sod + flying glories would probably not be viable anymore.
6) As mentioned in other places, not even purify slows speed poison down very much. So only halving it is kinda... meh. Even against speed poisons with a sod + miracle deck, I would rather have the full health heal rather than a 50-110 (at
absolute best) heal and my poison being halved.
7) Lowering the cost of the card does nothing, since you also made it so it must be played earlier to have full effect. And even then the effect is not as good.
Sorry. I just don't want to see a deck that is viable but not OP go down the drain.