Yes, target difficulty changes when you commit cards to it, in case you came to check for this. This card is not that punishing as it seems, just commit a couple cards and the test changes completely.
Yes, target difficulty changes when you commit cards to it, in case you came to check for this. This card is not that punishing as it seems, just commit a couple cards and the test changes completely.
This creature is absolutely brutal in the chapter 2 environment. Miguel has a hard time getting his attack up, and this thing is immune to weapons and events. Towards the end of a campaign though, taking the hit and having it run away with elusive or chasing it down through superior movement becomes much more reliable.
One of the toughest scenarios (you know the one) in Hemlock gives you three different ways to deal with this thing. And with elusive, it should be easy enough to send it to locations that are leaving play (like on a train).
Although I don't think this card is as bad or niche as the other reviews here make it seem, there is one aspect that I didn't see covered so far: Grievous Wound is absolutely great at exposing concealed cards. And it makes sense - both thematically (a wounded enemy desperately tries to seek help from their allies, running from one potential location to another) and mechanically (it was released in The Scarlet Keys, the only campaign that features concealed cards).
Of course you need a proper victim first, meaning to have an enemy in play that does not bother you when kept alive (or is Handcuffed). Preferably this will be a non-hunter enemy, but I am certain there are cases where you are evasive enough yourself and actually want it to move around, covering more ground for doing your legwork. And if you manage to Bolas a hunter enemy, you got yourself a really good pet spy!
The initial attack/wound > evade > get away before re-engaging can be taxing, and you don't want too frail of an enemy to be your target or hit it with your big arsenal, but cheap hitters exist.
Overall, I think if played early enough this card can save you a lot of actions if brought along across the globe in your playthrough of The Scarlet Keys campaign.
With the new ruling of Chapter 2 changing retroactively that story cards ignore deckbuilding restrictions, this version of On Your Own finally found a niche. While Survivors have some of the best allies of the game and I doubt giving up on them is worthwhile, now at the very least your Ally slot can STILL be useful to play story allies, and there is also a reason to bother with Charisma even.
So, clearly this isn't a great card for pips, as noted in other comments. Though +2 Books or Feet is often very welcome.
But as also noted, this can pad your deck repeatedly to slow it cycling. Perhaps most specifically, this can single-handedly stop decking out completely. If you do a viable test every round and alway shuffle back one, that one will offset your compulsory draw giving a the final state where your deck consists of either 1 or 2 copies of this depending on timing point (and also still letting you do extra draws as long as you know you have extra viable tests coming).
I was looking closely at it recently, before I remembered there was Swarming in my current campaign, which will definitely break the cycle.
So in summary, it's very niche but definitely playable.