"Hero Interrupt" kills this card in single-player, since you won't be able to play it when the villain schemes 'normally' as you'll be in Alter Ego - it's only relevant if the villain draws an Advance, and you're probably not going to hold back a Protection card and two untapped characters on the off-chance of that happening. At best, you could use it to negate the automatic villain-phase threat, exhausting your hero, and then pseudo-block the villain's attack by tanking with the Toughness card on your identity. Note that you can't block with the ally you exhausted and gave a toughness card to because, well, they're exhausted.
(Which is annoying, as it would be a decent effect if it were just an "Interrupt")
Much more useful in multiplayer, where you're using it to negate the villain's scheming when one of your team-mates is flipped down, but it's a bit expensive at two cost and two exhausts.