1. It activates on the trigger of luminarch ascension, except that it incentivizes peace rather than attacking.
2. The card uses "symmetrical" card draw while still favoring you (In a 4-player game, you can draw 3 while everyone else draws 1).
3. The card draw requires an input of mana like dawn of hope or mentor of the meek.
4. The effect is tame enough in 1 vs 1 games that If feel this card could reasonably be printed in a standard legal set.
Art by Carl Herpfer (1836-1897) was found using Artnet
My only thought here is that it probably should be 2 instead of 1 to activate. Even with the symmetrical card draw, potentially drawing 3 cards for three mana per rotation is stronger than white should have. Mentor is a decade older and therefore not representative of power level, so use Dawn of Hope rather than Mentor as the guide here.
Otherwise, I think its a solid and fitting white design.
It doesn't seem very useful in the current state, unless the intent is collusion. I'd suggest that instead of drawing both players a card, it would gain the opponent four life and draw you a card, and have the flavor of being some kind of merchant (Bargain and Armistice have done this sort of thing before, just not in playable forms)
I'd like to maybe see the mana cost for the ability to come off of it since it is a vulnerable 2/2 after all
So... the fact that two people have posted and have said exactly opposite things about the mana cost for drawing (increase it or remove it) tells me that I have this card in a sweet spot of what is actually realistic.
While Dawn of Hope is a more recent card, I feel that making the card draw somewhat symmetrical (and removing the potential for several triggers per turn) justifies a reduction of the cost to , especially as Dawn seems to be intended as a mid-/late-game grinding engine whereas this card was designed specifically for the early game. By the time you hypothetically have sitting around, this card probably won't have much impact.
Conversely, I feel that removing the cost altogether would make this card a bit too good (though that was admittedly the initial card design). Getting this down on turn 2 (when most opponents won't have threats to overrun a 2/2) would basically turn this into a 2/2 for 2 that instantly draws you 3 and each opponent 1, which seems a bit much. Letting a player keep their mana open on turn 3 to get that benefit (when board states are still developing and people aren't quite "going off" at most tables) seems a bit more reasonable.