This card seems very good for bless heavy decks, however I feel Mateo is where its strengths lie, the wording on the card states “when a second token is revealed” and it’s the last word I’m focused on, “revealed”. We can pretty much guarantee 2 are revealed by use of Olive McBride to “reveal” 4 tokens instead of one, which on a good day may be enough however a fast player window lies within the skill test so we can also use Rod of Carnamagos to reveal more tokens, and if that’s not enough then surely as a bless focused Mateo you will have a Favor of the Sun sat to finish the deal, and with Mateo’s ability we need not worry about any other tokens we drew unless the dreaded shows up at an inconvenient moment (remember Olive can not choose that token and Mateo’s ability and he has access to Eucatastrophe all of which could combat that unfortunately prevalent token) so using this card on Mateo, you are almost guaranteed an automatically successful test no matter the difficulty or situation (even works if the is sealed on either The Codex of Ages or Crystalline Elder Sign, both good Mateo choices!)
This stupid OP campaign asset can easily trivialize the entire Scarlet Keys run, especially when you get it online early enough. Healing investigators for 1 damage and 1 horror at the same location pretty much means you do not have to worry about any semi-evenly distributed trauma. Let's say you are in a 2-player game and both have mental and physical trauma. When the game starts, you heal 1/1 immediately. Then, when an enemy shows up, you deal any amount of damage to it and begin what can easily turn into an infinite loop of healing investigators and one enemy till your heart's content. If you can evade the enemy, you can buy yourself a ton of time and shift the key again round after round, keeping a healthy amount of restoration with minimal investment of actions/resources to keep at least 1 damage on an enemy. The game presents numerous ways of doing that from a distance OR with minimal danger. I strongly advise house ruling this thing out of your games if you want a real AH game and not some trivial stuff.
Seems OP to always have Favor of the Sun builded into your investigator and have access to Ancient Covenant and also start with 5xp by keeping the old back. No reason to ever go classic Mateo unless you specifically want to run Blessing of Isis or some full support style. But even then its debatable what's better
Here's an idea for when you break out those early scenarios where this card is the most problematic.
Errata it to have Victory 1 if it places a doom on the agenda. No victory if you cancel it.
Fixes a few problems. First you can never get hit by each copy more than once and you get a bit of a bonus for the acceleration comparable with playing a Delve Too Deep which can be nice boost on some of those super low exp early scenarios.
This card seems particularly interesting in Darrel Simmons. Not only is it a good enemy management tool allowing him to evade with his base 5, he also discovers a clue in the process, immediately moving the evidence from the enemy to his Kodak. This solves the puzzle of getting the evidence from an enemy drawn during the mythos phase and engaged to Darrel, usually in that situation the goon would start his turn first and defeat that enemy before Darrel can get the evidence.