This is cute, but I don't expect it to see much play except when there are special synergies involved.
If you play it with at the correct time, you turn a card, an action, and a resource into 2 cards and a horror heal. That's decent but not exceptional value and you have to jump through a surprising number of hoops to get there.
Most guardian builds tend to be set-up heavy. They're hideously hungry for both draw and resources early in the game because they need to find expensive weapons and allies and get them into play. Then, once they're set up, they tend to be able to coast through the game by relying on the strength of their asset board. They don't really need lots of extra cards in the late game.
If you have this in your opening hand it's pretty dead. Unless you took trauma there's no horror to heal, and until you draw an enemy this isn't getting you through your deck faster than basic draw actions. Even if you have a trauma, healing probably isn't your priority.
Late in a scenario you might need this for the horror heal. But at that point, actions are tight and you might not value the card draw that much. The play restriction could be a problem, especially if you're being hammered by horror treacheries instead of pulling enemies.
Maybe the card is supposed to shine midgame when you draw an enemy with no weapon, or after using up your ammo? Then you can play this to draw 2 and look for an answer, plus get the heal as a side benefit. But even though you ignore opportunity attacks on this action, you'll still take one if you play out an asset.
In conclusion: conventional guardians builds will probably be better off running either actionless draw like skill cantrips, a backup weapon or other redundancy for a key card, or a bigger heal/soak option like Something Worth Fighting For or Hallowed Mirror.
Boxing Gloves builds may run this just for spirit trait density, and Marion Tavares probably wants this too, but I don't see much other use.