
Even if you're not using or mechanics, Eye of the Djinn is a pretty cool card.
At worst this is a 1/turn buff that takes one skill to 5, generally a buff of +2 or more, nearly a Physical Training except it goes for all the stats. It's a great way to brute force scenario-specific tests (for example Parlay's, which usually ask for , not a strong suite), use it to force a clutch evade or an elusive clue, land an event like Followed or Slip Away. This thing does brick a good slot, but the bonus you gain especially with XP allies in place lets you hit really impressive numbers to snag some clues and hit some punches.
So, at the steep cost of 4 xp, I've probably established that this is a perfectly playable card, but here's the kicker, if anybody is playing either or both of or , this thing may get a heap better. More actions, more bonuses! It's a bit unpredictable (actually, it's very unpredictable!) but bonuses, are bonuses! the dependability of the base card is'nt made any worse by the unpredictability of the random boosts. Go with the flow, and if it's boosts you want, grab Favor of the Moon and/or Favor of the Sun and just brute force the bonuses whenever you like!
On the note of Eye of the Djinn and Favor of the Moon specifically, you can actually simultaneously generate bonus actions and resources under controlled circumstances, testing something like a 1-shroud location for clues while speeding yourself up, "Skids" O'Toole's paralell money generation test, the test on Liquid Courage. That's really rather epic!
The only real reasons not to play this card in a deck, is the hand slot and 4XP, both of which are steep prices for a 1-off card, 1-off's allways run that risk of not showing up in a scenario, you might have filled your hand slots at that time, and if Eye of the Djinn shows up in the last few turns of a game, like drawing a Physical Training or similar value-generating cards, it's just too late.