Here I go, same deal as always:
Scene of the Crime: An option for Guardians to get testless clues, that's pretty nice. So nice, I wonder if this card was really a good idea for Guardians. I am more likely to put this on the 2 intellect investigators than the 3 intellect ones. That being said, it does help with those 4 shroud locations. It does compete with Evidence and luckily I am not convinced which one is better that the other.
Marksmanship: Seems like a good card for multiplayer. Saves actions in an interesting way.
Persuasion: eh, I have better things to do with Seeker cards than reshuffle a subset of enemies into the deck, that's why I brought that meathead Guardian along. I guess its not bad, but I am not that excited on it. At least its cheaper than I've got a Plan. Why do so many level zero Seeker cards leave me cold?
Shrewd Analysis: I like it. It seems to shine when 1. When you have multiples of the three upgradable cards in your deck (at least 2) and 2. Build your deck in such a way that any of the options you draw randomly is useful. If you need to heal damage as part of your setup, don't use it on Strange Solution. I know loss of control is scary, but a 7XP discount isn't a small deal.
Lucky Cigarette Case: Yet another card going to the win by 2 category for Rogues. One of these days I am going to need to try to build a deck around that. But as I always say, one more card and I can do it.
Fence: I don't think I have seen a non zero XP card so focused on one character before. Seems good, the cost may give me some pause but extra actions ain't cheap. Also it seems a "get it in play early or don't play it" card and its only got one Agility on it, so its not all roses.
Arcane Research: In the right deck, this is gold. Mystics seem to go through XP like no one else. I suspect it will go into half my mystic decks and it will move me towards spell upgrade heavy decks. It has the unfortunate side effect of making higher level spell cards without a lower level equivalent less attractive.
Counterspell: A solid card, am not sure I would use it myself. Seems if you are using Seal, you don't need this card that much.
Perseverance: I like this. In addition to soaking damage and horror, its double Will skill, which survivors could use more of. I can see this being of use on low Will, low horror survivors. Most survivors are sitting pretty in the health department. I think Agnes could make use of this as well either to boost will, help her manage her sanity more and to avoid a big health hit.
Stunning Blow: Kind of meh, not great, not horrible. Being able to evade with your fight (and use any bonuses to fight) can be useful. Hoping there is a L2 version in the future.