Queen's Gambit is, at its heart, situational economy.
How many times have you been in a situation where there was simply no way you could break into a (remote) server? This is a card that lets you acknowledge that something is temporarily out of reach in exchange for 6 credits.
Pros
0 credit cost. Do not underestimate the usefulness of this! You'll never need to do something else to get credits before playing this card.
Significant burst econ.
Cons
- Obviously, depends on there being an unrezzed card in a remote server. This isn't always something that happens for pure fast-advance corp decks.
Synergies
Anarchs tend to rely on tools significant up-front costs but don't need much afterward. (See: Yog.0)
Liberated Account is 6 credits. Queen's Gambit gets you 6 credits.
Expose effects (eg: Infiltration) let you know if something is really safe to place the advancement counters on.
Prevents you from accessing traps that are used to protect upgrades (eg: an Edge of World protecting a SanSan City Grid)