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).
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.
— BlackCherries