Curtain Wall has some interesting applications along with its absurd cost and a major weakness. Once played, you will sacrifice 4 strength to play anything beyond it, which is a huge blow to its usefulness. It is meant as a capstone to tax the runner out of a server; the final word. However, Hadrian's Wall, for the same cost, has one more power and one less subroutine, without the downside of playing more ice (disregarding clicks to advance it, though). Curtain Wall can only get weaker as the game goes on.

As one of the most expensive pieces of ice in the game, it lacks the sheer crushing power of Janus 1.0, and as discussed, is not as good in the long term as Hadrian. So what would make you want to include this?

Blue Sun. The ability to regain 14 from this ice and be able to reposition it is hugely powerful! Regaining the credits to use on other ice is a massive economic boon. Or, for the cost of one Oversight AI, get 14 next turn!

It is hugely useful in Blue Sun, or if you splash Sunset or Tenma Line for some reason, but be wary otherwise.

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Hadrian's Wall costs 1 D4v1d counter. Curtain Wall costs 2. That's plenty for me to pick it. —
Your maths seems off. Hadrian has two subs, using two D4v1d counters. Curtain Wall has three subs. —
He's thinking of Quetzal, clearly :p —
The feeling when someone at FFG just fired the last sub on this for real ;_; —
FFG may have ended their run, but I know loads of people are going to keep on playing regardless <3 —
Why are we making meme comments on the end of Netrunner from a review of a piece of ice from 3 years ago? I think it's time to just "jack out" of this one. —

A must-have card in any stealth breaker deck, turning 1 into 3 stealth credits. The credits are not locked to a specific type of breaker, like the Lockpick or Dyson Fractal Generator renewable credits are, though they do not refill each turn. They are not hardware, so no Replication Fun to pull all three out of your deck at once, and no Supplier to remove the cost.

Also, if your opponent loves bad cards, watch out for Foxfire.

Overall, a great stopgap until a stealth hardware setup is complete, and a late game power boost to get past glacier decks as well. Add 3 in every stealth deck, but it has little value outside of those.

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I don't know if I go so far as to characterise this as a must have. Certainly a stealth deck needs two out of three from the choices presented by this, the stealth chips and Cloak. It's also worth noting that this synergises surpringly well with Nasir. Although its econ neutral (if you're happy with the dubious equation that says Clicks=Cards=Creds), it's good to have some money that sticks around when you hit a newly rezzed ice. —
The Supplier can do resources too, so he can save you a cred on this. —
Good for Nasir decks too, since it's zero influence and has credits outside of the credit pool. —

Maybe this card will finally see some use with Starlight Crusade Funding. The issue is that doubles are spread across all three factions and fit in wildly different decks. Unless your deck has loads of influence to spare, the double economy setup is hard to justify. Lucky Find already takes influence no matter what, and the other money double, Queen's Gambit is unwieldy and also high on influence.

I want to love this card, but it really relies on having Lucky Finds already used. If pulled first, the payout is equal to clicking for credits, which is a bad use of a card. But, the dream of making 2 + 3 for Finds + 3 for Gambits + 2 other Naps = 10! But that is only a dream.

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Lucky Find, Drive-By, Game Day, Power Nap. That's a reasonable economy engine if you're playing a 1x Adjust Chronotype. Without Drive-By, using Power Nap, Game Day and Lucky Find, you're only at 6 influence for that. Game Day for draw, then you're at 3, 4 and 5 for Power Nap without any other cards. At 1 click per, that's equivalent to 3 more Sure Gambles over the course of all 3, even without Lucky Find. —

A strong bad publicity removal tool for the midgamewith low influence. For the cost of a click and 2 per BP, you can remove a large advantage for the runner. By combining two BP removals into one card, the Corp saves card space and gets essentially the same deal as a runner to remove tags.

Leave the witnesses alone unless you know the runner is Valencia Estevez: The Angel of Cayambe with Investigative Journalism or, more likely, your deck is rolling in BP. GRNDL: Power Unleashed loves this card, especially after scoring some Hostile Takeovers or Geothermal Fracking. You do not want more than 1 or 2 of this card in your deck, this card will be a useless draw if it's drawn too early.

Have fun with the witnesses!

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This card's existence and complete absence in play shows that Netrunner has come a long way in diversity. A strange card from the start, with a choice of two effects, neither fantasic. The 2 payout is on par with Armitage Codebusting in the base set, but only works once. Compared to any runner economy cards today, this has no place as a single use event for such a paltry gain.

The second effect, card exposure, has not seen much play outside of Criminal decks with Blackguard. Knowing what you are running for beforehand is a good effect, but it hasn't seen many cards since the effect is pretty quickly replaced by experience. Outside of Jinteki shell games, not much the corporation can do will require exposure to run on. After playing enough games on both sides, a runner can get a grasp for what cards should be in a corporation's deck, and depending on how well protected a server, should be able to estimate what type of card is installed.

The best method of card exposure is still a well-planned run. However, for when you just HAVE to know if the installed card is a Snare or a Future Perfect, remember that this card exists.

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**With the caveat that I'm /not/ a world-class player, and may be advancing the argument that this card is somewhat 'training-wheels-esque': —
(added afterword, as I fail on the post button) - I find Infiltration is the single most game-enabling card I can play as a runner, so much so that it's found a home in a great number of decks. From my Valencia build that falls apart when it hits a trap to my Andromeda that needs to know if what's down there is worth running before wasting the clicks... let's just say that I can find no fault in knowing just what it is you're running into. Netrunner is a game of knowledge, and this is one of two cards that simply removes the uncertainty of an action completely. There's a lot of power in that. —
As a player that has a hard time with jinteki I have had my life saved by this several times —