Why have it trip counters when you could just give 3-4 health for casting?
Did you mean plays an Air Spell, or Plays an Air Card?
. . . yeah, I think I did mean plays an
card. There aren't enough
spells to support it . . . I'll get the card text straightened out tonight and then reset the poll.
I'll probably have to rework the balance since most people thought it was balanced as is . . .
As to why not just heal 3 hp per
card played there are a number of advantages to being able to hold the healing until later, mostly when this card is used in combination with other healing abilities.
Example: if this card was in a FFQ deck that had an emphatic bond and 4 creatures out and you were only missing 3 hp, you would want to save the counters on Wind Chime until later since emphatic bond would bring you back to full hp at the end of the turn anyway.