So any direct damage spell, Momentum, poison application, or PC will tear this up. Miracle fills the role of this card and does it better, and it doesn't make much sense for this to give you an Aether card either. I think the concept isn't bad, but it needs a rework. My 2 .
Miracle is just as iffy as this. Let's say you have 20 HP, and your opponent is only dealing 5 damage per turn. At the end of your turn, you decide not to use Miracle. He plays a Ruby Dragon and Sky Blitz (or something like that) and screws you over. Opponents can see if you are saving up
, and usually catch on that they will need high burst damage to throw you off guard for the kill.
One big advantage is that they can't easily break your Resurrection without either two spells, or momentum. (The first spell would trigger Resurrection, then they still need to deal damage before they can get the kill.) However, if you were to pair Miracle and Divine Resurrection (they are in the same element, and, since you can play Resurrection without fear of it being destroyed, you don't need to pile up 24
all at once), you could block all of the damage taken after you die, then, on your next turn, before they can use any spells to finish you off, use Miracle and be brought back to full health minus 1. This is the most foolproof combination that I can think of to completely avoid death.