The interesting comparison for Seekers is with Fingerprint Kit. For one experience, you get:
- One resource cheaper
- No exhaust
- Don't spend uses on a failure
- Can be refilled with Enraptured or Winds of Power but each charge is only one more clue
- Tutored by Arcane Initiate and the like and has cost reduction synergy with Robes of Endless Night
- Takes up an arcane slot instead of a hand slot, which is very valuable for Seekers
On the other hand, Fingerprint Kit has its upsides:
- 6 total clues instead of 4 if you don't fail any tests
- Can be refilled efficiently with Emergency Cache (3) among other cards, and each new supply is potentially 2 clues
- No penalty on tied skill test
- Tutored by Backpack and has cost reduction synergy with Charles Ross, Esq.
- Hand slot can be mitigated with e.g. Detective's Colt 1911s
- Can be taken at the beginning of a campaign without other penalties
The card sits in a weird spot for Seekers, especially the 5- Seekers, since Fingerprint has bigger upsides as long as you don't fail. This could be a good fail-safe for Amanda Sharpe on turns where her isn't boosted high enough to beat the whole chaos bag. Daisy Walker can take advantage of the Mystic synergies, but with her Tote Bag the Fingerprint Kit isn't a big deal either, and she might as well take advantage of the Seeker synergies. If you're not afraid of the and you're not playing on the hardest difficulties, there is little to recommend here for Seekers. Interestingly, the biggest winners are probably Luke Robinson and Gloria Goldberg, who can play this along with their other spells and still commit Seeker skills like Deduction to the test.