I find it funny that the designers acknowledge Sleight of Hand was enabling game breaking shenanigans with high EXP Item cards and then they immediately reprint it even with other cards in the same core box having limiting recur effects by level (Hunter's Instinct).
Currently Chapter 2 doesn't have many strong non-exhausting Items and won't offer the same joy for a future Chapter 2 Guardian/Rouge to pull out a Winchester Model 12 out of their sleeve for 1 resource. But fast playing limited use Items at a resource discount then returning them back to your hand (or returning another limited use one) is always going to be close to the taboo line particularly if those Items cost 2 or less.
Best uses of Chapter 2 cards revealed so far:
- Mask of Silenus (1), 3 "guarantee" tests for your turn for 2 resources. Even better for Dexter Drake who can fast plop both the mask and Cosmic Flame into play at the beginning of his turn while engaged with an enemy.
- Dreamer's Chronicle, if you can stomach the 3 horror as Trish that's 6 potential clues for 3 resources, maybe you should bring Carolyn :).
- Scroll of the Pharaohs (4), same deal as Dreamer's just more efficient and can pick the damage upgrade instead.
- Winchester Model 12 (5), 3 resources to blast enemies for a round.
- Protective Vest (0/4), 2 resources to search some of your deck for a gun/upgrade and return a spent gun back to your hand.
- Thieves' Kit, can actually make money out of this deal (spend 2, possibly get 3) will definitely be good with Andre.
My Premonition is that The Necronomicon level card will be abused in the future through this card.