It's a card that is both simple and subtle, flexible enough to pursue multiple goals and fit into varied sets of decks and scenarios.
This event has three notable interests which can be combined :
1) Granting a willpower bonus to all characters (heroes or allies, unique or not) engaged in the quest, just before the quest resolution step.
2) Readying the questing characters to take advantage of their possible versatility (an action triggerable during this phase 3 or later, or good stats usable in combat).
3) Discarding many encounter cards that bother us.
For 2-cost, there are two conditions to be able to take full advantage of it :
-
Treacheries must be manageable, obsolete or painless for our deck and our cards in play (which also depends a lot on the scenario, of course)
-
We must be able to scry and manipulate the encounter deck. A few steps before playing A Desperate Path we can for example trigger Far-sighted, Interrogation, or Risk Some Light. Another interesting card to play before A Desperate Path is Shadow of the Past if some treachery without serious consequences sits at the top of the encounter discard pile.