Much as I love Akiko, I suck at playing her. Main reason why is simple: I focus too much on R&D multiaccess. Can you really blame me, though? Her ability rewards you for running R&D. Unfortunately, as soon as the Corp sees everyone's favorite Shaper clone, all the ice goes straight to R&D.

So why do I love Akiko? 1 is a good tradeoff for 3 less influence than average for a minimum of 45 (Jesminder and Lat, for example, are 45/15) and her ability. Discounting the events Push Your Luck and Rigged Results, this is the only Runner psi game, and it leads to a lot of fun combos. Psych Mike and Mind's Eye combo off of Akiko easily with multi-access. I think Akiko is best matched against horizontal decks as opposed to vertical decks; if you go broke getting past that last sleuth at 221B after fighting off a particular killbot, you'd better have a couple of desk bugs installed for the multi-access.

Akiko is fun to play with, but difficult to get right. Kit's another favorite of mine who can be piloted by a Gordian Blade, even with less influence. Smoke is part of the Stealth archetype and my preferred ID with her arsenal of stealth cards. Lat can be built around equality of numbers (Supercorridor and that damnable Khusyuk come to mind). If you can get an Akiko deck right, though, enjoy infuriating your opponent by stealing their GFIs, their Broad Daylights, their Government Takeover (if they're insane enough to run it)... The only problem I can't solve is whether or not an R&D equivalent of Sneakdoor Beta exists other than Divide and Conquer.

Fun fact: [[Government Invesigation]] increases the chance for her ability to fire by 16,66%.

Sarasvati (sorry, I'm used to the spelling with a V in it) is the goddess of knowledge and memory in Hinduism. I think she'd be proud of this ID. On the other hand, she's probably annoyed with me writing a review of this card with the disclaimer I'm not the best at Netrunner.

This ID forces the Runner to make educated guesses on what you have behind that ice or in that unprotected server. It does come with the stipulation that you can't rez or score it on your next turn, but slap it behind a Chiyashi and the Runner might think twice about trying for it, even if they know it's the game-winning agenda or you had four in hand when you showed off your teacup giraffe. Knowledge and memory.

As a Reign and Reverie ID, it shows what Jinteki does best besides obscene amounts of net damage: shell game. Project Junebug, Snare!, Ronin, even the NISEI agenda Sting! are scary to begin with. Put these in here, especially with the 1 cost to place an advancement token on it at the same time you install it, and you can have something scary within a single turn using a well-timed sleight-of-hand. Perhaps you need to make a big show of it. Or, if you're playing a fast-advance glacier, it turns two clicks into one for an agenda; just make sure the Runner doesn't get past your guard dog.

So why Sarasvati over the others? Tennin Institute fast advanced got kind of kneecapped with the banning of Shipment from Tennin. PE is solid on its own, but this falls into the Jinteki Death by 1000 Cuts category. RP kind of needs cards to support it. PU is an exemplary kill (just ignore its banned status for the sake of the review). Biotech is a shell game in and of itself, but its effects only fire when you flip it. After that, it's blanker than a Runner who had a really bad one. Sarasvati Mnemonics is a bit more versatile than most other Jinteki IDs. It's always fun seeing someone pull off an insane victory with this card.

Great review, although the mention of fast-advance for this ID is incorrect. As you stated yourself, you can't score a card you use your ability on. This deck wants to rush, as in fast. Tennin is better suited for FA, as you mentioned yourself.

A cool thing you can do with this ID is use your ID ability, advance, and play a Lockdown! Or use your ability, Lockdown, econ card.

Again, not the best at Netrunner. Expect stupid mistakes like that.

Can you install/advance cards with it which are not advanceable? E.g. Can this advance a Bladderwort?

yes

Can a Corp using this ID install cards in roots that are not allowed to be installed in a root under normal circumstances, like Operations or even Ice? Specifically, could the Id's ability install Chrysalis, which has an ability on encounter?

I second this question from 4lki

No - you must still follow normal installation rules. You cannot install operations and you cannot put ice in a remote, so neither option is valid.

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.

Worlds Plaza + Commercial Bankers / Bio-Ethics and Prisec + other defensive things. It's fun.

Small note, BWB is also rotated.

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.

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.

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

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.

You know, I keep forgetting Apocalypse is a thing...

Rime is almost a staple in every one of my corp decks now because of how painful it can be. The only times I can't use it are when I get DDoS'd. First, it's a tax: unless an AI is on the field (like my favorite turtle) or a transhumanist, the Runner is always losing money on a Rime server run. Not just from Rime, mind you. All of a sudden, any ice in that server becomes far more dangerous. Archer goes to a strength 7, Fairchild is expensive as all hell to break, Hydra gains an additional head (so to speak), and even Kakugo becomes that much more painful. Furthermore, ice with abilities relying on other ice (like Seidr Adaptive Barrier and Surveyor) benefit from the +1 strength.

One last detail to mention... RIME IS NOT UNIQUE. You can have all three out at once and rezzed, making each of your servers a bit harder to get through, or stack three on top of a particularly painful piece of ice to make it even more spectacularly painful. Did I mention it costs absolutely no influence? Why are you not running Rime? The only reason I can think you wouldn't run it is because you're playing Runner at the moment.

Well, the only problem it's that it's a porous Ice and you may want to keep pace, so maybe for that a vanilla could be better. Or maybe you don't rely on towers of ice.