So I quite like this card for it's ability on Standard to largely supplant Beat Cop (0). Don't get me wrong, he's a good guy but he doesn't perfectly solve the problems of each fighter at level 0.
6 is usually enough for all but the most dangerous of checks on this difficulty, and while it prevents you from keeping your off-hand free for Flashlight to help on clues there are alternatives. You can also just play some Perceptions if you have >3.
If you're at 4 like all Guardians (at this time) besides Carolyn Fern and Mark Harrigan, here is your one card answer to getting up to that magical break-point.
I like it in Zoey who doesn't just grind her economy to a halt by playing it, but I've grown quite fond of it already for Tommy. Becky is cheaper but requires more hoops to get the remaining 3 bullets, and is already a 2-handed weapon. There's not quite the same level of considerations other Guardians face when deciding if they should commit to a 2-handed weapon at 0 XP.
Also for these two it sets them free from the binding chains of Beat Cop, Zoey has amazing options in Leo De Luca and Peter Sylvestre, while Tommy can use Guard Dog to great effect. Like Leo Anderson he can also use Alice Luxley to help out on clues since you're not bringing a Flashlight.
It's not quite the set and forget ace that Enchanted Blade (0) is--mostly due to the ability to get +1 even when you don't need to spend a charge--but it's a fantastic stand-in until you grow up big and strong into a Flamethrower or some other nonsense.