The very first card of the pack and I'm already impressed. While not flashy or splashy, this is a workhorse card that warrants consideration in any deck that wants to fight.
Its timing restriction is a bit of an issue; I can imagine (and have played) scenarios where the tank starts every round engaged with an enemy, which would make playing this tricky. I think you have to reconsider how you and your allies engage things if this is in-hand and you want to play it. In solo play, you don't have that option.
Its setback aside, this is usually a cheaper Emergency Aid that also draws you a card. You're drawing treacheries most of the time in any given scenario, even with two On the Hunts in your deck, and many of those can cause you damage with or without a test. Even if they don't, your role as monster-puncher generally means you soak a few hits, and as Mark you'll be pinging yourself every so often anyhow.
In short, it contends with Emergency Aid for damage healing, which is a good spot to be in, even though it can only heal you. The fact that it cycles is what really tips it for me, pushing this from being an iffy grab to a solid pick.