A six cost card for a two players' game that will heal you both back to your maximum amount can be potentially interesting, if problematic since your triple/double pool resources requires you to be in good health for its effects. That means you may struggle to get six resources out from a hand of 5 where one of that gonna be Break Time.
Two basic double resources, an external way to draw a card to be used as fuel, or to generate or discount a card can help this almost impossible task.
So, since it may have a very powerful potent effect, it requires that you both were taking risking damage in order to get the most of it, which can result on an unexpected death and therefore a failed scenario. And thats nasty. Yes you can have some extra safeguards for it but again, will require you to build around a lot, just for a global party healing that will take all your entire turn and in alter ego which means that if you cannot swap, the villain will probably plan, building pressure on your indirect front.
For a singleplayer scenario, this might have some better sense. But for a multiplayer there is no real deal in it, except maybe sacrifying Spider-Ham's Toon counters to heal you back up full and up to two other players with you.
Thats the two possible scenarios in which this card might work, from my point of view.
Also, legally 15 minute break can be a joy or a burden to the game.