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Another option to improve it slightly may be to add +1 card draw which'd fit into the conext of "seeing red", the Exhaust though really makes it a poor choice still.
But yeah, it's not particularly good unless upgraded. Even then it may not be useful if you don't have anything to spend the extra energy on; it'll just reduce your draw by 1 every time it shows up. You'll have to play it just to remove it from your deck for the fight.
Like most cards, it's bad to have it in your deck unless it fits.
I have played a few exhaust builds but those builds tend to rely on a specific card/relic to make the build "work". So planning ahead by picking up this card and then not getting the needed "combo card" means this card is very weak in your deck.
Thus it becomes: "Skip unless I have exhaust synergy" rather than "I can use it even if I don't have other cards to synergize with it" (which imo is more desirable for all card types).
Unless you plan to provide a way to "build a deck before starting the game", then cards like these become "skip" for almost every time they appear.
It synergizes pretty nicely with exhaust trinkets as well, if you need the extra chip damage.
It's essentially only garbage on cheap decks using 0-cost cards because then it becomes useless, but those decks struggle late game in any case.