It's more flexible than Crisium Grid and protects all servers against a variety of threats. Problem: it's a low-impact card in many matchups, and there are so many 4/2s and 5/3s you could have played instead. Offshore Office -- by no means a top-tier agenda -- is 7 credits upfront. How long will it take your Transport Monopoly to produce 7 credits worth of value?
Popular "if successful" cards:
- It absolutely guts Apocalypse. They have to make 3 runs and then you prevent the third run from being declared successful. Then repeat this the following turn. Most Apocalypse decks do not have enough economy to run that much.
- Diversion of Funds. A Diversion of Funds that goes through is up to a 10-credit swing effect. If Transport Monopoly kills even one Diversion, absolutely worth it.
- Almost every runner (81% as of ban list 21.06) has Dirty Laundry. If you score Transport Monopoly, you could cut $10 from the runner. That's not terrible value for a 4/2. In some matchups, e.g. Shaper, this is probably the best you can hope for.
- It sets back Stargate 2 turns.
- It shuts down Counter Surveillance.
- It's a minor delay to Conduit. They could just run again.
- Hot Pursuit.
For reference, as of ban list 21.06, here are the most commonly used cards in standard which check if a run is successful:
- Dirty Laundry (used in 81% of runner decks)
- Stargate (29%)
- Apocalypse (27%)
- Diversion of Funds (20%)
- Conduit (16%)
- Hot Pursuit (10%)
(Minor examples include Embezzle, Wanton Destruction, Khusyuk, Steve Cambridge, CBI Raid, and Legwork).