Sacrificial Construct. People see this, think, WOW I can recur Deus X with this. Then they find you can't, and it goes in the scrapheap. Put simply, this is a better clone chip in all but 2 regards: You can't wait and see what breaker you need from the heap, and it doesn't counter NBN FA. What this card does far, far better is synergise with Crypsis and Faerie, as their trashing CAN be provided by this. So why isn't it played? Well, the meta doesn't like it. The meta of Corp decks are FA, which don't run enough program trashing that SMC + Sharpshooter can't dodge, Butcher Shop, which this does nothing against, and Weyland tall decks, which this card is only more useful than clone chip when shattered remains is a thing. This card will be big at some point, but Fast Advance MUST PERISH. (written by a shaper)

I don't think it's fair to compare this to clone chip. The goal of this card is to keep your programs (and hardware) from being trashed, not trying to get them back from the heap. Sure, by using either, your program is still on the field, but with clone chip, you paid 1 credit to play that and the install cost again. SacCon is for keeping your rig intact (when expecting program or hardware trashing), while clone chip is more for recurring things (like faerie, parasite, and other cheap self-trashing programs), and the goal isn't to use it to retrieve your larger programs from the bin. —
This card can also function as extra *free* copies of CLOT! This is a great, cheap way for Anarchs to keep Clot in play. Less influence, too. It also works with Lamprey, if its that important to your strategy. I sometimes consider it in my Autoscripter decks, but thats more fringe case than Clot, which can be absolutely vital (and devastating to unprepared corpse). —

Monolith... ah. An unbelievable efficient console, costing 6 credits for 3 MU and 3 bonus clicks if you pull it off, and with a really useful way of preventing brain damage. But it costs 18 credits, a figure that makes this card near unplayable. You need 18 credits, 3 programs in hand, and a way to stop the corp rushing you while you get credits. Your Icebreaker suit needs to be really expensive to get full benefit, like Torch (or Yog.0), Garrotte (or creeper), and Battering Ram, all near-uselesss without another way to get it out. But if you run another way to get your breakers out, then Monolith becomes redundant. I have made deck that are originally built around Monolith, before I realise that it become surplus to requirements almost every time. Whatever deck you want, another console is normally better. Want to play massive fixed-strength breakers? Run Dinosaurus, Datasuckers and The Personal Touch. Want to play Stealth. Use Armitage for credits and just use SMC for tutoring the OOF breakers. Monolith is a good example of a card that is 'efficient' but in such large quantities that you will lose the game before it becomes relevant. If you want to build a deck that uses him well, it is either lost without it, in which case your inability to tutor for hardware makes it inconsistent, or you work around monolith, when he become a waste of space. Monolith also causes you to run less OOF breakers, as you need them in your grip to trigger monolith, and most builds of Shaper at the moment use SMC to tutor the 1 of of your OOF breaker. This means that, overall, Monolith is a bit rubbish

Be afraid when we get a Test Run for hardware. Be very afraid. —
You've heard of Tyson Observatory right? —
But in reality, I think Monolith (so far) is only good in a Motivation style Kate deck, because you can Eureka it into play for 7 credits. So I can see it hitting the table; it's the needing a grip of programs to get the full benefit, like you stated, that I feel makes this hard to really run. —
It's been a while ago since there was talk about this console, but isn't this also a great console for Adam? If you have 2 or 3 Monoliths in the deck and you happen to have an Emergent Creativity and a Monolith, you can install a Monolith for 2 credits. I'm not sure if Adam needs the extra 3 MU, but the damage prevention might be nice (especially with the ABR directive). Just a long shot, but maybe something to think about (I loved Monolith back in the days and I could play with it). :) —
Not exactly a timely response, but Safety First makes getting a Monolith combo that actually includes installs exceptionally hard. Emergent Creativity/Monolith Ayla is actually a competitive deck, though. —
You can use Rejig to trigger install ability again and again —

SanSan City Grid... Core Set, Splashable, and the heart of both NEH FA, and HB FA, along with Biotic labour. And yes, they are comparable. Biotic Labour: 7 credits and 1 turn to score 3 advancement agenda in . SanSan: 8 credits and 1 turn to score 3 advancement agenda. So SanSan is worse... except it isn't. It has a lower influence cost, and can be used more than once, allowing you to FA multiple agendas in a server, countering the strategy people use for Biotic Labour - R&D lock. With SanSan City Grid, you don't need to protect R&D as much, leaving more ICE on Anti-Account Siphon duty.

"But it's an asset", I hear you cry, "It can be trashed." But is it being an asset negative. Sure, it can be trashed, and the the runner is down 6c, and your scoring server is now impenetrable. The solutions for dealing with Biotics still work on it, but SanSan can cause the runner to drop everything to trash it, overreacting to an expensive, but effective, card.

Overall, SanSan City Grid is an Autoinclude in an NBN FA deck, a probable include in other FA decks, and a decent all-round card for use in FA, making it one of the easier deck-building choices.

As an upgrade it also requires advanced set up, but does not require that you have space in your hand while waiting to use it. With Clot and Traffic Jam in play now, it is not the silver bullet it once was, but neither is a complete answer to this either. —