if the mechanic was intended to be one of the first two options, it could be a mechanism to circumnavigate the ability sickness. i was asking for clarification of the mechanic so that i could better understand it and make suggestions as necessary.
if you have 3 of these out, it will heal 6 to a target creature or player each turn, which is rather weak for 3 cards and 9
card cost + 1
each turn, weaker than an angel by far, and for player healing sogs are considerably more efficient.
if you play long enough to get all 6 out to do 12 healing to a player each turn, it will be 18
+ 6 cards + 1
each turn, it will be less effective healing than 2 angels (which can heal 2 targets if desired, or and still much less efficient than sogs.
using mitosis would obviously help some, but it would also remove the healing aspect of one of them, take extra cards and time to set up. if you got your field full of them, it would do 40 healing per turn, essentially the same as what 2 feral bonds would do with more cost/atk ratio minded cards filling up the creature slots, and they can only heal one target per turn.
so as is, i would consider it a tad underpowered in most circumstances, but if you adjust it too much to be useful with 6 or fewer cards by simply increasing the amount healed, it could easily become overpowered with mitosis (or possibly fractal). i would suggest increasing the heal to 3 (basic) 4 (upgraded) and have it capped at 20 (basic) 25 (upgraded). other potential fixes would involve removing the "all using the ability together" mechanic, but im going to assume you want to keep that in tact.