This card, like all the exile cards, feels expensive, but it is worth the cost, sooo unbelievably worth the cost. The card basicly reads, if used right: +1 Round.
Time is often your biggest hurdle in Arkham, time until the brain doc's get ya, time until something freaky starts biting your ankles, time until your window closes and the game is over. At 2XP and 2 resources the cost is quite fair, think of that moment in Midnight masks where the agenda is about to advance due to some nasty combo of cultists, or when the mid-map boss shows up to grind your next few rounds to dust, smart application of the Doom negation wins maps and saves lives and minds.
At 2XP a-pop not every character likes it that much, a lot of characters will have quite literally an overflow of XP when they hit 20+XP in a campaign, "Ashcan" Pete and Silas Marsh for example are just, DONE levelling up at 26 XP, this might seem like a lot of XP in a Dunwich campaign or Zealot but post-Dunwich XP is quite a bit easier to come by.
This very much a card, but at 2xp there's lots of folks who can do a surprise Fortune or Fate, I wouldnt jump at a chance to burn XP from a Tommy Muldoon deck but when you need an extra round, you need an extra round.