Breaking and Entering, an interesting card. Consider this:
Some nice action compression - it’s combining an investigate and an evade into one almost guaranteed action. Though if you are the clue-finder, this one use card can’t be your only means of discovering clues.
You can auto-evade any one (elite) enemy at your location without having to be engaged with them. This can help out another investigator at your location without wasting actions having to engage and evade a strong enemy yourself. This can also target Aloof enemies to turn off that annoying keyword and set up for an attack.
If an (elite) enemy is guarding a location with multiple clues, play this card to: auto-evade the enemy, make a start on gathering the clues (without tanking an Attack of Opportunity) and ensuring that further investigation checks don’t provoke AoO’s. During the Enemy Phase, the evaded enemy can do nothing - only ready and re-engage you in the Upkeep Phase. In the second round, you can evade the enemy normally (making card draw and/or resources off of the success if you have the relevant cards) and skip out of the location towards the next bundle of clues.
While not ideal, it can still be used on a location with no clues to essentially supercharge an evasion attempt. This is useful if the Shroud value is lower than the enemy’s evade value or if the enemy has the Alert keyword. Do bear in mind that a failed investigate check will activate the Haunted keyword on locations in TCU (currently the only relevant cycle).
Activates typical Rogue “succeeds by” mechanics, (though Pickpocketing will only trigger the base reaction, not the succeed by 2 reaction, as you still have evaded an enemy but without the associated skill test) as well as other investigator abilities that care about evading an enemy.
Can be combined with Chuck Fergus to make it fast, free or give a likely unnecessary boost to the skill test.
TLDR; A one use Lockpicks supply and an upgraded Stray Cat, all rolled into a reasonably affordable, level 0 Rogue event card.