So, this asset is great in One Server To Rule Them All, obviously, but really it's great in any glacier/fast advance hybrid deck. FedEx Mars means the drip of ICE advancement this gives you is actually building up to Taking Over The World. If you're Built to Last, this card can provide a turn-start drip worth 6 clicks of tempo.

And when you want to put down an agenda to fast-advance, a special field worker, or anything else you might need in the space, you don't have to trash it. It can bounce itself to HQ. Then when you put it back, all that ICE you just sucked the tokens off of is fodder to get the maximum tempo from these wall-to-wall ads as a long-term investment again.

Are there any other cards that provide 4 clicks of tempo every turn by themselves? Chicago Construction Season refunds 2 tempo for every 2 tempo invested after installing it, at a net tempo cost of 1 when you get it to scoring. This is slightly better than a wash since the way credits and advancement work, you come out ahead in credits on that deal, with the agenda fueling itself so that it only takes 1 credit in the pool to start advancing it, and effectively gaining instead of losing a credit on each click. This agenda is rightly considered an incredible tempo advantage. But it's straightforward - you don't get a spread of tempo across all the things you need to do with your time. Sure, advancing agendas towards scoring and getting credits are both important, but you can't use that time for anything else, and it DOES cost you clicks.

Once installed, Wall to Wall does not cost clicks. It drips you 4 tempo every turn. If you only get one turn out of it, it's at least as good as Hedge Fund. If you get 2 turns out of it, it's better than the most popular neutral econ card of the moment. It puts mister ICE pre-advancer and the home of free advancement drip to shame. The only things that come close to this level of swing from a single card are the WTO, which although less efficient at 5 clicks and 1 credit to create a swing of 6 clicks (3 lost by the runner, 3 gained by the corp the turn it pays off in the end), does enable single turn scoring of a 5/3 agenda all by itself - which is only matched by Punitive Fast-Advance - and that lacks the click-screw effect on the runner, so I don't think it ranks as high for tempo (though it's as impactful for swing as our Martian truckers, which is notable enough). Another card that comes close to this level of efficiency is Ka-me-HA-ME-HAAAAA!, which gives credits while you charge it up and can actually win the game by itself if you get to charge your attack for 5 whole minutes.

It's in the faction which loves to glacier very deep and to post very effective keep-out signs. No seriously, keep the fuck out. So I say: glacier deep and tall. Hire Couriers and Robots. Eat hot chip and lie.

<p>Not letting me edit, but it's been brought to my attention that "add 1 advancement token" and "advance" are distinct rules terms and although this baffles me, it entirely breaks synergy between this card and <a href="/en/card/30059">Weyland Consortium: Built to Last</a>.</p> —
<p>Breaking the synergy between these particular cards is probably a good thing.</p> —
<p>Ultimately, yes, I just dislike the way it was done.</p> —