Bandages probably does the job as well or better most of the time. You're paying 1 xp for an extra supply (fine, but probably not a priority). You can use this to heal damage that is in play before it comes out, which Bandages can't do, but this can only heal once per turn, and it can only heal yourself/your allies, where Bandages can heal other players and their allies. I could see upgrading Bandages into this late in a campaign when I'm out of other meaningful ways to spend XP, but otherwise I do not think this is likely to make it into my deck.