This could be an interesting card for glacier, if it is indeed going to make a comeback. A 3-deep server would cost the runner 6 cards every time they want in, provided there aren't any subs they can allow to fire. (So this doesn't work great with Archer). Works with Underway Renovation though!

I might also try to run this out of Jinteki: Personal Evolution with a pile of 1-pointers and Quandary, Vanilla, Ice Wall, and other cheap ETRs just to see if the accelerated stack destruction is worthwhile. I doubt it would be worth the influence, but it might be entertaining!

It's not a region, so you can stack them in the same server. And you can rez them for free with Breaker Bay Grid! —
THis and Breaker Bay is brilliant. —
Komainu or Brainstorm are pretty decent with this upgrade. Lose your hand (and handsize) or lose a quarter of your stack —
@Shieldwall - This triggers per ice, not subroutine. —
@LynxMegaCorp oh, then it's not as cool as I thought :( —
This gets pretty ridiculous out of Jinteki: Potential Unleashed with Kakugo and Synth DNA Modification —

I really want to like this card. So far, the following tests have utterly failed:

1) Stim Dealer + Duggar's to initiate a mega-run with 15+ cards in hand. EDIT: You can also do this with Emptied Mind instead of Stim Dealer if you like living dangerously. Gives you a decent multi-access every turn.

2) Earthrise Hotel + Wyldside to initiate consistent (but more modest) multi-access runs

3) Beach Party and/or Public Sympathy paired with something like Ekomind and the Sage/Savant/Adept breakers.

4) Inject + the trash-friendly Anarch breakers (Paperclip/Black Orchestra/MKUltra)

5) The console Obelus can help keep cards in your grip after your runs if you aren't going the Emptied Mind route.

No matter what I do, I keep ending up with something that's usually comparable to a The Maker's Eye on the low end, and to a Medium/Incubator dig on the high end. And those require far fewer pieces (and much less sacrifice in terms of deck destruction) to make work.

I'm hopeful that somebody else will find a way to make this work, because I love the flavor and I'd really like to be able to turn extra cards into extra access (sorta like how Faust turned extra cards into successful runs).

All of that said, of course, slapping #1 and #3 into the same deck is a LOT of fun. You'll lose, but you'll laugh the entire time.

This card did quite a bit of work for me. https://netrunnerdb.com/en/decklist/42228/burn-the-floor —
I personally think that it is not that great a card. Trashing two cards for just one extra access is generally not worth it. What if you hit a snare? I did see someone use this very successfully with 2 Hyperdrivers and Laguna Velesco District. But of course there are a lot of crazy things you can do with two or three Hyperdrivers in one turn. —
I think that should Public Sympathy and not Public Support —
Yessir, it should be. I'll try to correct that. In the mean time, I think Emptied Mind + Duggar's is worth a mention as an alternative to Stim Dealer if you like to live dangerously. —
For the record: a few packs later Bug Out Bag was released which should help a lot in setting up a Severnius run. —
With the things still available post-rotation (and the absence of Medium), this card has become half-decent. It's also nicely multirole, it can do a deep R&D dig or pull off a large HQ access that would even make CI sweat. —

Knowing what's in the Runner's grip is a huge advantage for the Corp, but a subtle one. You might not even notice how much the card is helping you. Maybe you see a Faust or a Yog.0 or a Mongoose and plan your ice accordingly. Maybe you see an Account Siphon or Inside Job you can't afford to deal with this turn. Maybe you spot the deck's only Hades Shard and chuck it with sadistic glee. There's a lot of potential here!

I don't see myself using the trash ability very often, but for the cost of a single click this card forces the Runner to figure out a way to draw 2 cards per turn if they want to have anything hidden from you. That's something only a few Runners/builds can manage without blowing through clicks. I'm looking forward to testing this one out.

If you're using NBN splashes to power your advanceable ice deck (or Weyland splashes to run advanceable ice out of NBN), this card competes nicely with Matrix Analyzer. If it cost a little less influence, I'd say it replaced it entirely, but it's still competitive as-is because the trigger isn't condition upon the runner hitting any particular server.

Best of all, if you do manage to get a couple of these down with face-down agenda in play, you've set yourself up for an excellent power turn. Pair with Architect or Team Sponsorship for additional fun!

EDIT: As noted in comments, you can't actually use this card to advance ice, since they aren't "in a server". That's worth repeating because it's easy to confuse! This card's synergy in decks that use advanceable ice is based entirely on the understanding that they are likely to contain advancement token manipulation (Shipment from Kaguya, Trick of Light, etc.), and this can help put more tokens on the table quickly.

Don't think you use Early Premiere to advance ICE. It says that you can pay one credit to advance a card IN a server and ICE is considered to be "protecting" the server, not "in" it. —
That's a good distinction to point out! Truth be told, the power of this card isn't in the ability to quickly advance ice (which, as you've mentioned, it cannot do), but rather to quickly turn a facedown, unadvanced card into a card with 3 advancement tokens on it at the start of your turn without spending a click. —

This is a very straightforward piece of ice, which I suppose is why there haven't been any reviews on it yet. I've recently started adding it to more of my Weyland decks for the following reasons:

• Faust is everywhere, and Faust HATES this card. It cannot get through this thing by itself without burning through 6 cards. If they're using e3 Feedback Implants to save cards, it'll still cost them 2 cards and $4 to get in. Even Atman has to pay $5 to punch through this thing when it's at full strength -- not too shabby!

• Parasite is rarer in the post-MWL world, which helps mitigate the low strength.

• If you're Blue Sun: Powering the Future, it can be easily recalled after it falls off late-game -- or just moved to another server to continue to stymie the efforts of a Faust-reliant runner.

It's not the right call for every deck, but for decks that can't score quickly and/or would prefer to flatline the runner, it has become a lot more valuable lately. Give it a try!