For anyone else wondering, the "h token" in the description is a curse token. That's really all I had to say. It's an interesting piece of curse tech? A smidge expensive, though, at 1 card and 1 resource.
The Key of Solomon is one of the best cards for the Blurse archetype, to the point where characters who normally wouldn't care about Blessings or Curses should potentially think about running Blurse solely to fuel it.
For Curse investigators, The Key of Solomon is the best economy card in the game that refunds itself on the same turn it's played, with the added bonus of removing 1 Curse token from the bag per turn at Fast speed. As soon the Key of Solomon is in play (preferably with a card like Spirit of Humanity or Gabriel Carillo to consistently fuel it), Curse investigators can give Rogues like Jenny Barnes or Preston Fairmont a serious run for their money in the resource generation department.
For Blessing investigators, The Key of Solomon is the best healing card in the game on par with Hallowed Mirror paired with Soothing Melody. Being able to consistently heal investigators and allies for any combination of 2 damage and/or 2 horror every turn without needing to spend actions is pretty incredible. Unfortunately, it's a bit harder to keep the chaos bag flooded with Blessings than Curses, but the payoff is strong enough for Blessing tech that even investigators like Carolyn Fern and Vincent Lee should seriously consider running at least running Spirit of Humanity, Radiant Smite, and The Key of Solomon for the synergy alone.
And if your table happens to be running any combination of Blessing and Curses, you get the best of both worlds. I'd be shocked if The Key of Solomon wasn't on the next Taboo list, so abuse it while you still can.
How does this card (and similar cards that bait enemies into attacking) work with the enemy keyword elusive?
"If a ready enemy with the elusive keyword attacks or is attacked, after that attack resolves, that enemy immediately disengages from all investigators, moves to a connecting location (with no investigators, if able), and exhausts. This effect occurs whether the enemy was engaged with the attacking investigator or not."
It seems as though it would immediately make the enemy move away before you can finish resolving the rest of the card. But I'm not really sure.
Ed: I was wondering about the difference in text between Wolf Mask and Zoe Samaras: "when you become engaged," and "when you engage an enemy." @Quick_Learner pointed out that there is no difference between these kinds of effects according to FAQ (2.4). Enemy and Investigator engagement is mutual. So, Wolf Mask is replenished by all engagement except for that with Massive Enemies.
I think this is generally a bad card when things like Machete exist, especially as Machete only takes up one hand slot. You can assemble things like Steady-Handed or Knight of Swords on specific investigators to help you succeed by the right amount for its test, but even then Katana exhausts when using its +2 damage option, so what's the point in building an engine around it when you're going to get less damage than 3 actions on a Machete? The +2 if you're not bothered about the extra damage is okay, but if you're not bothered about the extra damage then the humble Knife becomes a cheaper and less resource intensive option.
The interesting bit therefore is the fight test. While people like "Skids" O'Toole can use this, there's better things which can go in his hands (e.g. if you want to do fighting, the new British Bull Dog is nice albeit ammo intensive). For this reason I'd recommend:
-
Lily Chen. Lily has usable especially with the relevant Discipline, she can use Enchant Weapon on Katana to do 2 damage as fast (though note that does not add to the test here, you just get the damage) and she can take additional non-niche weapons with Occult Reliquary (e.g. Blessed Blade ••••) and/or Bandolier, or just use Brand of Cthugha. The new Wolf Mask can give means to boost further, as can Combat Training. Overall this is a fairly good option, but it's also painfully clear that the experience costs getting this all to work really mount up, so you've got to care a lot about that 2 damage (as there's easier options for that as well, for example Blessed Blade ••••, Ancestral Token and Nephthys, or even just a couple of Beat Cop ••).
-
"Ashcan" Pete. Pete has usable , which is easy to boost with cards like Peter Sylvestre, Track Shoes, Moonstone and Sparrow Mask and can un-exhaust the Katana with his ability. While this is good, especially as the means you can evade when needed to, it naturally stops your hands from other useful assets (Thieves' Kit, British Bull Dog, Hyperphysical Shotcaster). You could rely on spells to flex, such as Clairvoyance and Sixth Sense, but then that's a lot to juggle and Pete doesn't have ways of guaranteeing these come into play (e.g. there's things like Arcane Initiate, but with 2 Katana, 2 Clairvoyance and 1 Sixth Sense there's no room). Still I think this is the most interesting use for Katana, and Duke allows you to further take chunks out of enemies. It just again feels a bit gimmicky rather than a naturally strong combo.
-
Charlie Kane. Charlie can also unexhaust assets with Bonnie Walsh, and can access Beat Cop •• for more fast damage. Even so he's more awkward than either of the other two in getting this working.See comment below.
The last thing I'll say about this card is its resource cost stinks. 4 resources for two kinds of actions which are hard to get working properly? No thanks! Overall I'd say it has niche uses on some investigators around its action, but is otherwise outshone by easier to use fight assets which are cheaper and take up only one hand (e.g. Machete).