Finally, Justice gets some healing and it's a reward for doing what Justice does best -> thwarting. This helps your hero stay in hero form longer which also helps keep threat down to a minimum. Combine this with Turn the Tide and now you're thwarting, healing, and dealing damage all in one shot.
Hero Interrupt: When your hero makes a basic thwart, it gets +2 THW for that thwart. After that thwart ends, if your hero removed all threat from a scheme that way, heal 2 damage from your hero.