
Cool card, what wins me over is the straigth flexibility.
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Do you want to beat a test? Dump out some real big tokens!
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Do you fear the token symbols? Use it like a faux-Defiance and remove the scary stuff.
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Are you playing a + combination? Mess with the chaos bag for the sake of cards that need to hit or avoid specific tokens.
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Do you really need card draw and think you can beat the worst the bag can throw at you? Dump out some beneficial stuff.
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Would a specific token brick a card you want to play? (+1 and "Look what I found!", worst pairing ever!).
So, yeah, that's actually a lot of viable strategic options, something skill cards dont typically have in such volume. usually it's just "Hurr, Durr, hit hard.". I'm real happy to see my favourite card type get some nuanced love!
On the note of the card draw bit, which will pull in the interest of many of you, make sure you can actually beat the test, trading a card and a failed action for 2 cards is rather weak, so either make sure youre failing upwards or beating the action.
Finally: The seal mechanic happens before a test, the release mechanic has been set into motion by committing the card, this means that Silas Marsh can commit the card, seal some tokens, draw a token, return the card, resolve the test, return the sealed tokens. If Silas didnt make you all hot and giggly before this card was released, he should now.