How this card interact with a backpack? Its a supply card so it can be attached to backpack... however as it has no cost, it cannot be played. I guess i cannot just draw that card from a backpack (for a action) right ať the end of the game... and cards in the backpack are not considered to be in the hand...
You would be surprised about how many cards end your turn in this game.
As long as you failed at least one skill test during your turn, you essentially say "Nope!" when the game really wants you to not be able to do anything anymore. This gets especially laughable when the "end your turn" effect comes from a failed skill test (and even for only that one action it's worth playing Lifeline, because giving the scenario the finger is always a good thing).
This card seems to be worth one or two off-class slots in Jim Culver and Dr. Elli Horowitz relic-focused deck, for cracking monsters' heads with empty Flashlight, Enchanted Blade, Grotesque Statue, surplus The Chthonian Stone, or, of course, for maximum style points, the Jim's Trumpet itself, reenacting the "And now, the drum solo!" scene from Futurama: www.youtube.com
With Makeshift Trap (Improved Timer. + Net.) and some other tricks (Lure/Lure, Bait and Switch, "Get over here!"/"Get over here!", Predator or Prey) you can have your own antimatter singularity for 6 less XP than the boring vanilla Poisonous. + Explosive Device. combo.
Probably still only worth it in Calvin, but this way I think you can truly maximize the output of "I'll see you in hell!".
(I guess it's also viable in Tommy since he can easily take the trauma.)
Besides the obvious curse synergies, this is a great card for the low-/zero-difficulty playstyle, using Makeshift Trap, Gumption, and Oops!/Oops!.
You can also pair it with Justify the Means, Three Aces, or, if you do care about the curses, drop a Favor of the Moon in the player window during the skill test.
Thinking of Preston Fairmont.