This card is pretty cool because it is a seeker card that actually lets a seeker fight for real, landing a gigantic blow that can defeat a 4-health monster in a single action.
However, this card is very, very undependable. Unlike Mind over Matter, you absolutely cannot expect this card will be usable when you need it. It isn’t a big deal for most seekers to pick up 3 clues when they are available. Unfortunately, most scenarios don’t let you keep those clues, they force you to spend them in order to move to the next Act. So you can’t use this card at the start of the mission, you can’t use it right after advancing to the next Act, you can’t use it when you are still trying to find the place where the clues are located or otherwise busy dealing with something before you can collect clues, you can’t use it when the Act requires you to spend clues a few at a time as soon as you collect them, and you can’t use it during the many Acts that don’t involve collecting clues at all. And when you do have a lot of clues, it is not uncommon that you are on a roll collecting clues and would rather collect more and end the Act, rather than go off and fight a monster. There are definitely plenty of times you can use this card, but a lot more when you can’t.
On top of that, the card is quite expensive for a one-shot event and you need to be willing and able to spend the money on it. And while you hope you have enough Lore and other cards to hit the target, that may not always be the case, especially if your base Lore isn’t 5. And it could be embarassing if you miss since you likely have no other fighting abilities.
To summarize, this isn’t really a self-defense card that you can hold in your hand and rely on to get you out of trouble. It is more of an extra card you throw into your deck so you can occasionally do something awesome.