I have just realized something: as you don't have to discard it after having played it, Wendy's Amulet don't force you to discard the card and you can attach it to your location. And when you discard Under Surveillance due to its forced effect, you are no longer "after you play" it so it goes to your discard. Meaning this can be the only event in your that has the double advantage of being playable from your discard and not returning below your deck.
Attach to your location. Limit 1 per location.
Forced - After a non-Elite enemy enters attached location, discard Under Surveillance: Automatically evade that enemy and discover 1 clue at attached location. That enemy does not ready during the next upkeep phase.
Without Chuck Fergus, this card is pretty expensive (except to Preston, Tony or parallel Skids.) With him, it gains fast and costs a buck, which is pretty good: it makes a hunter enemy lose its ability to damage your team for that turn, plus a clue!
But where this card gets very clever is in forced movement: Warning shot, or spells that move enemies mean that the foe skips two enemy phases instead of one. That means a lot of fun in TFA.
Other interesting combos is putting this with On the Hunt: your chosen foe spawns on you, is immediately evaded, and you get a clue. Leo can use this with evidence, as can Tony... or anyone who wants to give Roland Banks a fun turn.
Bonus clue and automatic dodge. That's pretty good, although it's rather costly at 3 resources and can be hard to slot, all traps are a bit wonky to play with and around.
The obvious goodness is written right on the card, so how to trigger it? An enemy spawning will trigger it, coming into play exhausted. Hunters running into it will cause a trigger. But here's the deal, you can manually get guys into the location too! On the Hunt can fetch a victim. Moving into it with an engaged enemy does the trick, you can even skip the opportunity attack with a Shortcut or Narrow Escape, "Get over here!" gets it done too! The action efficiency is'nt bad, not only are you getting around an enemy for two whole turns this way, you get a clue, which means that playing the card is not actually a tempo loss.
It's certainly better in multiplayer than singleplayer, where there's 2-4 times as many enemies spawning and gumming up actions for everybody.
It's a good card to reenforce the flighty cluever, playing it on top of themselves so they can work on a difficult location for a while, Finn Edwards and Mandy Thompson come to mind. A dedicated protector might take it to guard a big group of characters and contribute clues.