All of the new triple class talents from Edge of the Earth are very neat cards that can grease your wheels and make you better at what you do. No matter who you are or what deck you're building, you're pretty likely to find what you're looking for between the 5 of them.
Sleuth however has a few peculiar things going on. The discount on playing those three traits is fairly universally good; the strange thing about it is that if you're about Charms and/or Tomes you have very few ways of continuing to use Sleuth once you've used it to play your stuff. Apart from literally 3 Tomes, the only staying power of the ability is in playing Tactics, a trait which only appears on Events, and therefore are hard to use more than once or twice a game each.
There are scant few cards with these traits which wouldn't benefit at least partially from the resource discount. To help save time on checking interactions for the ability, I've made this chart:
As of the release of Edge of the Earth there are no Charm cards with skill tests on them.
- Clean Them Out: This and the next three cards (and Sweeping Kick) make Sleuth worth considering for Nathaniel Cho. However, he may prefer Prophetic instead since the Spirit trait encompasses all of these cards and more.
- Counterpunch / Counterpunch (2)
- "Get over here!" / "Get over here!" (2)
- One-Two Punch / One-Two Punch (5)
- Interrogate: This card has always been difficult to pull off without lots of boosting, so having a +2 on tap makes this card pretty powerful for the few circumstances under which it can be played.
- Sweeping Kick
- Dodge (2): Few Guardians would consider this upgrade since generally is a dump stat in that class. With a +2 the average Guardian now has a chance of doing the damage.
- "I've got a plan!" / "I've got a plan!" (2): The only Tactic with a skill test on it, the level 0 one has always been expensive and shaky to pass without boosts.
- Backstab / Backstab (3): Not likely to be used by most Sleuthers, but this has always been a bit difficult to pull off without boosts.
- Followed: Equally unlikely to be used but still nice with a boost.
- Flare: Funny to use to boost the Fight but might make your friends angry.
- Waylay: Most Sleuth users probably won't take this to begin with, but this is a card you really would prefer not to miss on.
- Improvised Weapon: All the Improvised events are great for the -1 difficulty but could all do with a boost as well.
- Winging It
- Impromptu Barrier
- Act of Desperation: Generally doesn't need to be boosted unless you're throwing something tiny like a Flashlight.
- Medical Texts / Medical Texts (2): Useful for avoiding the failure on the level 0, and for helping to oversucceed on the level 2.
- Abyssal Tome: Can help get that first hit off when you only have 1 doom on it.
- True Magick: This takes us into "as if" hell but if I'm not mistaken this interaction works.
...Plus an Edge of the Earth story asset.