Jua is a cheap and unassuming sentry with the possibility to really bite against the right deck. Even when broken by some of the most efficient Killers that match up well against it (Mimic, Na'Not'k with two or more ice, and Bukhgalter on the first break) it'll tax 1, which is perfectly respectable for ice that cost only 2 to rez. For less conventional breaking, 3 strength is passable for resisting Chisel and Aumakua, but of course the single subroutine leaves the possibiltiy of being broken by Boomerang.

As for letting that subroutine fire, that depends wholly on the runner's board. Obviously against a blank rig Jua's subroutine is effectively blank too, so it's not a great way to defend a server on the very first turn, but given its a cheap porous NBN sentry that was always going to be true. The subroutine can in some scenarios backfire, forcing you to offer the runner to topdeck a spent virus such as Imp or Pelangi, but thankfully the tempo loss of redrawing and replaying something like an almost empty Earthrise Hotel or Daily Casts is substantial enough to not make that a real worry. Also there's only so many times most runners can run with only one card they don't want you to bounce installed, so I kind of doubt this downside will come up often in play. Typically, firing Jua's subroutine is going to be a steep tax of tempo and could even remove cards the runner needed for the remainder of the run, forcing a jack out.

On top of that though we have the wacky encounter effect which could be useless or severely punishing depending on the matchup. Anarchs and Shapers tend to be the factions with the most effects encouraging them to install cards during a run, which can make an unrezzed Jua a nasty surprise when they were expecting to have access to the Flashpoint conspiracy breakers or to use Self-modifying Code or Simulchip to protect themself from dangerous ice. Hilariously, even if your opponent does get MKUltra onto the board its 3 to break Jua, making this card a brutal pick against self-milling Anarch decks. The effect lasts for the remainder of the turn too, so it's not like they can jack out after Jua, install a sentry from grip, and then run again. Against Criminal there's not much you'll shut down in this manner, although I did get to experience Jua being effective at closing off a server being farmed for Crowdfunding runs while that silly card was still legal.

Honestly with Self-modifying Code continuing to define the flow of runs in this beautiful game, I'm surprised we aren't seeing more of Jua. Anarchs may have lost their precious Inject making the conspiracy breakers a bit weaker, but many players are making up for that by importing SMC anyway, so go figure. I suppose it is somewhat getting muscled out by the other cheap NBN ice that we've all gotten used to treating as staples.

<p>My understanding, and I'm happy to be proven wrong here because I used Jua for a time against Crowdfunding decks aswell is that the Corp rezzes on approach, the runner has the paid ability window before the encounter so they can pop SMC to install a program and then move to the encounter phase where the encounter text triggers.</p> —
<p>ValkyriezGaming is correct. It doesn't work against SMC. It also isn't great against heap breakers and as you stated, other breakers deal with it easily. Sure, it is 2 to rez, but NBN are the masters of cheap taxing ice. This doesn't compare favorably at all to Turnpike or Newshound with a current. Data Raven costs more but is also nearly always gonna be way more taxing. I think this ice is solid but not good enough in a post-Crowdfunding meta.</p> —
<p>Thanks for the correction regarding SMC! Definitely a lot less powerful than I thought in light of that.</p> —

Man, this ID is gorgeous. Both sides of Earth Station are absolutely incredible with their art. I almost wish we had a space elevator in real life.

So, first off and most glaring, is the limit of one remote server. That may seem extremely crippling until you realize instead of stacking your ice horizontally, you have the perfect excuse to replicate the Ice Age with a glacier. The tradeoff for the remote limit is worth it when you consider three things. First, this taxes the Runner for running on HQ, with a bank-breaking 6 tax on the remote when you decide to launch the elevator. Second, we have a Weyland flip ID; I'd say that alone is worth it (although the flip side will incentivize runs on HQ, so keep that in mind and a few nasty traps in reserve). Third, Wall to Wall is a thing and in Uprising. See my review for why that is a must-have in this ID.

This is the first Corp ID I've commented on, and I don't really play "green" (I'll take your words for it, I'm colorblind). So, instead of one of logo IDs Weyland has, or any of the remaining Weyland IDs not rotated or MWL'd, why Earth Station? Let's start with BABW. 1 more for every transaction? Nice, but again, see Wall to Wall. BWBI? Bested by Cayambe Grid and Wall to Wall. BON? Unless you're running a kill the runner deck, you'll get plenty of punishment by forcing them to run through every single ice on a server. Looking at the rest (because I don't want to compare this ID to every single Weyland ID in the game), each Weyland ID caters to a specific playstyle. Earth Station plays the long game, daring the Runner to be foolish enough to charge headlong into your glacier and smack into a Surveyor in front of a Rime-boosted Seidr Adaptive Barrier. Honestly, half the fun of this ID is just building around the remote limit.

<p>Worlds Plaza + Commercial Bankers / Bio-Ethics and Prisec + other defensive things. It's fun.</p> —
<p>Small note, BWB is also rotated.</p> —

I've said this before, but I'm not the best at Netrunner. Now that that's out of the way...

Transport Monopoly honestly feels like a weaker version of Crisium Grid for two major reasons. First, it's an Agenda. Whereas Crisium would set the runner back 5 to dispose of it, the second they see it, they take it out of your hand and place it in their score area (unless they're running Film Critic as their restricted card). Furthermore, you can't spend influence to splash it elsewhere. Second, it has counters attached to it. Sure, Mark Yale lets you reap benefits from it, but unless you're placing it in Titan, it's a blank agenda after its second use.

That isn't to say this is a bad agenda; I just wanted to point out the glaring weaknesses before explaining why this agenda is good. Sure, it's not a hard end the run like Nisei MK II or Border Control. However, it does block some annoying card effects for the Corp. Khusyuk? Guess what, you're looking at the top card only. Dirty Laundry? Nope, you just wasted two credits for a run. The Maker's Eye becomes much weaker with one of these scored, and you can forget about fetching your killer lady with a Retrieval Run. Furthermore, this can be used in conjunction with Crisium Grid. You put a Crisium in the wrong server and the Runner's about to get those needed 9 credits from Hot Pursuit? Nope! Shut down with the Monopoly! And this Monopoly won't end friendships! Probably.

Final thoughts: Although a bit weaker than Crisium Grid, Transport Monopoly can be quite useful in a Weyland deck. It shuts down Runner cards that rely on successful runs, and can be fired on any server. Furthermore, although it's a once-per-turn ability, you can act like a classic thousand-cuts Jinteki and fire three off in a turn provided I'm not misreading that. If you need an extra two or four points in a Titan deck, this should benefit you greatly.

<p>Great points. The only Weyland I'd be sure to run this in is Earth Station. Otherwise it's got tough competition from other green agendas.</p> —
<p>I mostly agree with your assessment. I think what sets this apart from Crisium is that 1: it can't be turned off, except by Turntable. If the runner is rich, they can go into the server, trash your Crisium, and then go ham. This will always work against that. 2: this is essentially two Crisiums in one. But as you stated,as an agenda, this needs to be scored first, making it quite a but weaker. And it is a 4/2 on top of that,in a faction that struggles with 4/2's. So yeah, good but not great</p> —
<p>Another special mention is how good this is at hosing Apocalypse. You can use it during their third run, meaning that they will always have to pay through all your ice. Crisum has to go on a specific server, so the runner can just run there first and trash it, and Apocalypse on the next turn, which costs them less.</p> —
<p>You know, I keep forgetting Apocalypse is a thing...</p> —

Can we take a moment to consider how weird the flavor of this card is.

Why would the runner be restructuring labor resources?

Why would the runner be automating assembly lines?

Since they made Build Script, perhaps this was intended to be the Corp's counterpart before some freak mishap.

I want to know why FFG created a runner card with the flavor of a corp card.

<p>Never thought about that. That makes so much more sense.</p> —

On of the topics that Nisei is covering (as fantasy flight did before) is doing retakes of key existing cards (always with a twist) so they can rotate at some point.

You had Account Siphon that were converted into Diversion of Funds. You have Cloak that became Mantle, Clone Chip that now you can say that's a Simulchip. (But Jackson Howard will live always in our hearts)

In this case the card that you this cards compares to it's a jinteki special one, Mushin No Shin. That card was ensuring that if you play that, you're using another game that's not you're tipycal glacier. And it went over of that jinteki those days could be very poor.

Nowadays there are several things that make our old friend Mushin No Shin. Mainly one of those cards that gived also much appeal to buff assets in servers: NGO Front. One of the reasonable drawbacks of Mushin No Shin it's that it prevented fast advance. You were not allowed to score that agenda for 0 credits without allowing the runner to go for that (with 0 or 1 ice in front) but you could not also rez if it's an NGO.

This card takes a different approach, so let's take the differences:

  • It puts 2 counters instead of 3
  • You hide all your archives.
  • You can trash your cards that spice your archives right up (with Breached Dome or News Team for example).
  • You can install from archives (or from your hand via trashing first).
  • You pay for those counters.
  • You can rez or score if you want to. (so it's NGO Front-friendly)
  • You can install in a existing remote with ICE

An the (important similarities)

In overall I think it's a good card with enough difference to live with Mushin no shin.