
This card is amazing, and it's worth taking in just about every and quite a few characters that have access to it at Level 0. Let's discuss the nature of events and compare this one to the others across the card pool at present to explain why this card is so useful.
First, the card type of choice for doing damage is an asset, whether it is a Spell or a Weapon (Nathaniel Cho excepted, of course). Your monster fighters have to spend an action to put it down and pay for its (high) resource cost, but it pays off in the end since you are paying just the single card for usually 4 or more shots. In order for events that deal damage to compete, there has to be some benefit over weapons to justify their high card cost for a single attack. Of course, for clue-focused investigators, damage-dealing events are key because they don't need to be played until the investigator is in trouble, but then they'd better solve the problem quickly. So, let's look at how the Level 0 and Level 1 damage-dealing events justify their cost.
- Dynamite Blast: Costs 5, 3 testless damage to every enemy at a connecting location.
- One-Two Punch: Costs 2, max 3 damage, but two tests at +1 and +2 .
- Toe to Toe: Costs 0, testless 2 damage, but enemy attacks you first.
- Monster Slayer: Costs 0, 2 damage, no skill boost.
- Clean Them Out: Costs 0, 1 damage, no skill boost, gain 2 resources.
- "Get over here!": Costs 2, 1 damage, free engage of an enemy at current or connecting location.
- Mano a Mano (1: Costs 0, testless 1 damage, only as your first action to an enemy engaged with you.
- Sweeping Kick (1): Costs 1, 2 damage, add , auto-evade on success
- Gang Up (1): Costs 3, up to 6 damage, up to +5 , contingent upon classes controlled.
- Blood Eclipse (1): Costs 1, 3 damage, uses with +2 skill value. Must take 2 damage first.
- Radiant Smite (1): Costs 1, up to 4 damage, may use , up to +3 skill value, contingent upon sealing tokens.
- "I've got a plan!": Costs 3, up to 4 damage (contingent upon having clues), uses , no skill value boost.
- Occult Invocation: Costs 2, up to 3 damage, uses , up to +2 skill value, contingent upon discarding cards.
- Blood-Rite: Costs 0, up to 2 testless damage, but requires you to spend up to 2 resources and discard 2 cards, is bonded to Occult Lexicon.
- Blinding Light: Costs 2, deals 1 damage as a result of a successful evasion ( used).
- Storm of Spirits: Costs 3, 2 damage to every enemy in your location, uses , no skill boost, can damage all investigators in your location for 1 damage.
- Spectral Razor: Costs 2, 3 damage (2 to Elites), adds your , free engage.
- Backstab: Costs 3, 3 damage, uses , no skill boost.
- Sneak Attack: Costs 2, 2 testless damage only to exhausted enemies, can provoke AoO.
- Small Favor: Costs 2 (4), 1 (2) testless damage, only to non-Elites, can provoke AoO, cost can be increased to target enemies at other locations.
- Cheap Shot: Costs 2, 1 damage, adds your , auto-evade on succeed by 2.
- Coup de Grâce: Costs 2, 1 testless damage, draws a card upon enemy defeat, ends your turn.
- Ríastrad (1): Costs 0, up to 4 damage, up to +3 , damage and skill boost contingent upon adding tokens.
- Act of Desperation: Costs 0, 2 damage, skill boost is equal to the cost of the hand slot item discarded, potential resource generation.
- Improvised Weapon: Costs 1, up to 2 damage if played from discard pile, +1 skill boost.
- Flare (1), Costs 2, 3 damage, +2 , must be Exiled.
- Brute Force (1), Costs 0, 1 damage, +3 , 3 damage total on succeed by 2 (not actually an event but acts like one).
At this moment in Arkham Horror, dealing 3 damage with one action will get you out of almost every problematic enemy (including weaknesses) that spawned on you, freeing you up to dealing with another larger enemy or something else you want to do that turn. Since most of the lower level weapons only do 2 damage, barring Vicious Blow, you're looking for a different one-card solution to these sorts of enemies: an event! As you can see, dealing 3 damage in an event is very rare across the classes at this level. It's usually more expensive, or doesn't give a skill boost at all, or is contingent upon some other effect. Spectral Razor gives all of that AND a free engage, saving your teammate or grabbing an Aloof enemy. It's true that Mystics need the stat boost here because their stats are fairly low, but they're also likely to have static boosts in play, and even fighting an enemy at 6 to 3 is not a bad idea. But since most Guardians have 3 or 4 , those that can take this are getting a ton of value. Yes, you'll miss the third damage when you fight an Elite, but this is a single event card, and you (or the team) should have other ways of dealing with other enemies.
At higher levels, the Spell and weapon assets start to catch up since they have multiple or infinite uses at the cost of an action to play them down first. But it's worth stating that Shrivelling (5), which does 3 damage to any enemy, doesn't have the free engage and can hurt you for 2 horror on a bad token pull. Cyclopean Hammer, in contention for the best weapon in the game, has the same "add your " effect as Spectral Razor, but the third damage is contingent upon succeeding by 3. Since this strong effect is a level 0 card, you and your XP is freed up to think of ways to recur it, or even play it many times...