This card has a lot of intriguing niche cases. First, if you have survivor access with a low dexterity but high intellect (like Darrell the photographer or Minh the non-photographer), this is a fast evade at +1. Dodge an enemy with your best stat without taking an action.
This is also a favorite of mine with Rita. If you suspect (or know) an enemy will spawn at a certain place under a certain condition, and they have one hit point, you get a chance to instant kill them. And that doesn’t even discard the card! OR just autotap a boss spawn.
In four player, when people can be all over the map, or enemies with doom can spawn far away, this card is insurance. This trick used to cost 2XP in rogue; now survivors get it for 0. Plus, a free teleport. On huge maps like in End of the Earth, this can help you cross the map and save entire turns. That used to only be the purview of mystics with portals.
The most normal use case is with the Trapper Miguel. Playing this and other traps adjacently (with his backpack) means that your team can set up a crude headquarters, an area where hunters or people that spawn adjacent simply start tapped. And if you’re moving steadily, multiple enemies can move into your trap over the course of a game, piling on the free actions.
I also see this as extremely useful in the Innsmouth conspiracy, which combines large maps with enemies you don’t want to engage. Leaving these behind you in a car chase guarantees enemies are going to have to deal with them.
Great symbols, too.