It is but a short step between the time this card hits you and when your permanent stay at an asylum begins. You better hope you have a Ward of Protection or Forewarned in your hand. Not only will this cost you two actions but you'll have to pay actions and resources to put out any hand and body items that were forced back in your hand.
Many characters can start a game with 2 classes only with their permanents. But if you plan your assets accordingly (for example if you are going rich Unscrupulous Loan will cover ), this card replace way more effectively Hot Streak (even it's upgraded version because it's fast and free, meaning you can play it whenever you want).
I think Rogues could be the best class to go down the Synergy road, because you can Double, Double Call for Backup for maximum efficiency.
Great card for a supporter to run when you have Dexter Drake in your team. It essentially grants him a free resource and play action. Additionally you might use it to boost Dexter's main ability by committing this card for the double pips.
Jim Culver is an investigator whose power level varies wildly depending on which difficulty settings you play with, and that's a big reason why Jim tends to vary so much in tier lists.
For most play groups on Easy or Standard difficulty, Jim is a Mystic investigator with a mediocre stat line and strong synergy with card interactions that involve skulls. Outside of Jim's 4 Will, none of his stats are particularly noteworthy, his signature Jim's Trumpet is a mediocre source of sanity healing, and Jim's primary appeal will probably be 5 level 0 cards outside his class. The ability to treat Skulls as "0"s isn't that attractive when the worst modifiers in the token bag usually cap at "-3" or "-4".
For play groups that play frequently at Hard/Expert difficulty, Jim becomes a functional god of the token bag. Skull tokens are relatively mild in most Standard/Easy Scenarios, but Skulls scale upwards at high difficulties until they're functionally auto-fail tokens, so Jim becomes one of the few investigators who can consistently pass skill test by fishing "0" tokens or skulls out of the bag (with cards like Dark Prophecy, Nksoi Mabati, or Grotesque Statue. When the token bag is full of modifiers like -5 or -8 and you have to overcommit by 2-3 cards to guarantee a success, Jim becomes a godsend. Jim doesn't need a great stat line or level 1-2 cards from other classes if he can near-guarantee drawing a "0" modifier on important skill tests.
You can also defeat an ally on demand with Forbidden Knowledge, slowly making back some/all of the play cost to put down again to reactivate their come into play effect, recharge uses, or clean up doom. (Art Student, Laboratory Assistant, Professor William Webb (3), Arcane Initiate, etc.) They just never stop giving!