This is one of the best bruiser cards in recent memory and is required in all bruiser builds that can take it.
The main role of the bruiser character is to keep enemies off of cluers. Most are able to do this with just a weapon up and don't need a whole lot of setup. There is nothing more annoying then, than having your bruiser spend three actions doing functionally nothing, and then the next turn you draw two enemies from mythos. You inevitably probably can't deal with both, and one of them gets to either take a free shot at you, or worse lock down your cluer.
This card does many things a typical bruiser wants to do. It thins the encounter deck of enemies by forcing a spawn now. Those three actions you would have essentially wasted, you get to now take two others doing what you're designed to do.
Honestly, the card would be great if it just did that. But it also has the potential for massive resource gain (if you pick a 3 HP enemy, you basically played an emergency cache) and you even get a clue out of it, which can help thin out particularly high shroud value locations.
It's also one of the only cards that can bypass concealment (concealment procs when you draw an enemy per wording in TSK manual, and this card specifically has you spawn the enemy, not draw it).
The only thing bad about this card is it can whiff the search. But if it does, your enemy frequency was pretty low anyway (or you just got really unlucky).
Tldr this card forces enemies on to your enemy handler, which is something they want anyway, and gives you a clue and a crap ton of resources for one action. Honestly a little too powerful and should be automatically included in any bruiser that can take it.