One od the worst drsigned cards in the game. Treachery cards that gice you no recourse to deal with them are a design flaw. The other issue is that for some xharacters this us trivial, while it is an almost guaranteed defeat for others.
Revelation - Put Beyond the Veil into play in your threat area if there is no copy of Beyond the Veil in your threat area.
Forced - If your deck has no cards in it: Take 10 damage and discard Beyond the Veil.
So here's my game state; I have Beyond the Veil in my threat area. One card left in my deck. Deny Existence in my hand (saving it for this exact treachery). I draw a card in upkeep, so Beyond the Veil triggers immediately and I use Deny Existence to prevent the 10 damage. Phew.
Unfortunately, your deck will only cycle when you would draw a card from an empty deck. So at this point, I still have an empty deck.
So what happens in the following mythos phase? I draw another Beyond the Veil, it goes into my threat area and immediately triggers. ...But wait! I have a Ward of Protection. PHEW!
But unfortunately Ward of Protection only cancels the revelation effect, so the "Surge" keyword still applies. Oh well, I can handle the subsequent surge card, I'm sure...
Beyond the Veil AGAIN! Are you kidding me?! Instant 10 damage, because at this point my deck is still empty. Never has Arkham Horror kicked me in the balls as hard as this. I took all the mitigation that could be reasonably expected for this card, and still I couldn't survive it. Not a particularly fun card to play around, but it sure is a memorable one.
This seems to be a contentious card, but in my opinion the worst part about the card is that it simply isn't fun or interesting. Many of the card milling mechanics in Dunwich don't have significant counterplay and it's easy to draw this at 10 cards left in your deck and just eat shit. Every other strong encounter card has something you can do to mitigate its effects, like passing a skill check. This is just really boring and doesn't make me excited to play Arkham Horror.