This is a great card. It can be used to score a 3/2 from hand. Lets compare to other Fast Advance cards.

Biotic Labor: A really good card but expensive, not only in credits but influence if played out of faction. You can score that 3/2 from hand but it'll cost you 7 credits between the play cost and the advances to score the agenda. Be careful using it with only 7 or 8 credits in your pool as even a poor runner may be able to take advantage of your "broke" state afterwards. Also, in order to score from hand you have to play this before the second advancement opening a window for a Clot install.

AstroScript Pilot Program: A stupid card, wayyy too powerful. Even with the MWL, if you are playing NBN without this card, you are almost certainly not playing with the single focus to win. (Which is fine, it's fun to try out new cards and strategies.)

SanSan City Grid: An amazing card. Even more costly than Biotic Labor at first and it needs to be installed on a previous turn, but it can be used repeatedly. It'll cost you 8 on your first 3/2 that you score from hand but only 2 each afterwards if you manage to keep it alive. Put this behind a Tollbooth and it'll be crazy expensive for the runner to trash. As a runner I always like to wait to trash stuff like Pad Campaign until the Corp rezzes it so that at least they have lost some money on it. But failing to trash this card when you first access it can lose you the game. It's just so expensive to trash! I'm glad it is on the MWL.

There are other ways to score from hand but they require a bit of a combo, so I'll move on to this card.

Trick of Light: This card takes a bit of set up. You need to have 2 advancement tokens on another card. Advance-able ice is a good pick. It'll cost you 2 clicks and 2 credits but those advancements may well help you tax the runner in the meantime. Watch out for ice destruction though! Use with Tennin Institute: The Secrets Within and you could get some free advancements, and they can be on any ice, they don't even need to be advance-able (try with Woodcutter just for fun). Use with Weyland Consortium: Because We Built It to cover the credit cost of the advances. Or put the advancements on a trap. If they run at it, yeaaa, hurt the runner. If not, you've got your set up for Trick of Light. I like to use Mushin No Shin to set up the trap. It'll save you money, make the trap more potent, and keep a token on the card after the Trick of Light. Otherwise the runner may decide to run and trash it after your Trick of Light just to get rid of your token platform. Another thing worth mentioning is the Clot interaction. It's generally an easy call for the runner when the Corp plays a Biotic Labor, or advances a card on a rezzed San San, whether they should install their Clot or not. But with Trick of Light, they need to decide after the first advancement token whether or not they want to install it. If they decide not to, then the Corp can score it after the Trick of Light; there is no additional window for the runner. Also consider the cost. You only need 2 credits to score an agenda with this card. That's amazing late game as you may be rezzing all your ice to keep the runner out. Even if you count the 2 credits you may of spent advancing a card previously, 4 credits is cheap for the ability to score an agenda out of hand.

All in all a great card. 3 influence is high, but not as high as other fast advance cards, so you'll see this in other decks, especially BWBI.

The first thing I thought of when reading this card, and I'm surprised no one else has mentioned it yet, is that it would be quite helpful vs Noise. There are far too few cards that fit that description in my opinion. Off the top of my head, I'd say a virus spamming Noise installs about 1.5 viruses per runner turn. Having one of these in play would greatly reduce the damage of Noise's extremely powerful ability.

There are problems though. First, you need to protect it and protect it well. With Faust in play, Noise can make most runs easily. The trash cost probably won't deter him at all; it's not very high and if course there is Imp to worry about. Also, as mentioned by others, this card makes Medium more dangerous as the runner will access fresh cards each turn. So you'll need to have good protection on R&D too. Lastly, you'll want a larger than normal deck to save on influence. I personally almost never build big decks

IG does seem the best fit for this card. The featured deck this week looks scary! Outside of IG though, I'm not sure it'll see too much play. But you'll be happy you have it if your facing Noise.

EDIT:

So I guess I was wrong. This card is very widely used. It's the new thing to build IG, NEH, Gagarin, Palana, and other decks at 54 cards with 3 of these included. Often with 3 Mumba Temples and either Hostile Infrastructure and/or trash cost boosters. I have to say, since I've been playing mostly as the runner recently, it is getting really annoying, really fast. The new Mumbad City Hall has obvious synergy with this set up. Honestly it seems way too powerful, because Mumbad is free after the 1 rez cost and can be used repeatedly to get all 6 of these cards installed (not to mention any other Alliance cards).

I see this card as one to help revive my [Professor](http://netrunnerdb.com/en/card/03029) aspirations. Given the size of any professor deck I have built, this would be a perfect way to make sure the tools you need remain in R&D. —
@lhuckdisc wut? This is a Corp card... —
He's been sniffing Pheromones again. —
In addition to being solid against Noise, this card seems like it could be pretty useful when facing an Eater / Kehole or DLR deck. —

My first impression when reading this card was that it will certainly be very helpful vs ice like Gutenberg and Data Raven. Both are popular pieces of ice and quite annoying to deal with while playing as the runner, especially if the corp is running a few QPMs. But what else is it good for? After all you don't run into those pieces of ice every game, even most games. After thinking about it, I realized there are quite a few advantages and synergies to this id.

-The first comes in the form of the next card in the data pack. Maya is a pretty cool console. Being able to put that pesky operation you just accessed on the bottom of R&D, keeping it out of corp HQ and allowing another access if you run again is a pretty decent ability. Taking a tag each time you do it probably overshadows the benefits, but no worries if you are playing as Jesminder.

-Vamp: If you got the credits Vamp can be a game changing card. One advantage is that taking all the corps credits lets you access advanced cards with far less fear of repercussions. Especially as the only free advancement ambush I can think of gives tags!

-Account Siphon: Avoiding one of the tags saves you a click and 2 credits afterwards.

-Code Siphon: This is an interesting card. One that is a bit hard to use in my opinion. And because it gives a tag, I could never justify including it in the past. I don't believe I've ever seen anyone play it against me either. But I can see it being a standard include in Jesminder decks.

-Snare: Ever hit a snare with only one click to spare? I have many times and I've had to decide whether to pick up a card or remove the tag. Do they have a couple Neural EMPs in hand or a Scorched Earth? I've definately guessed wrong on that front in the past. Jesminder removes some of the sting from this powerful ambush.

-TGTBT: Not a very popular agenda but you might see it sometimes.

-Ghost Branch won't effect you unless its got 2 or more tokens on it.

-News Team is easier to deal with. It stinks taking a negative point. Now its not too taxing to take the tags instead.

So those are some notable interactions I could think of. It's great that her ability is active each run, not just once per turn. It definitely seems to be a solid ID to me.

Edit:

As beladee mentioned, this is an excellent id to be running if you happen to be playing against Argus Security. Also, this id makes cards like Rachel Beckman and Zona Sul Shipping safer to use (though I would still never use either against NBN).

Poor, poor Argus Security. —
Ah yes, Argus Security. I forgot that one. —
"It great that her ability is active each run, not just once per turn" —
"It great that her ability is active each run, not just once per turn". But the card reads "Avoid the first tag during EACH run" —

I realize I'm probably in the minority in my opinion on this card but I wanted to write down my thoughts. This is not my favorite card. First off, I don't even like Diesel all that much. After the click you spend to pick it up and the click you spend to play it, you are only saving one click. That's not to say I don't use the card, I do. A click is a click and click economy is very important. But if I have the room I usually prefer to go the PPVP/Quality Time or Career Fair/Earthrise route. Now on to I've Had Worse; after the click to pick it up, the click to play it, and the 1 credit play cost you aren't gaining that much. Again I do use the card sometimes. In faction I might use it especially with PPVP to offset the credit cost. I'd usually prefer going with Wyldside/Chronotype though.

Now all the above ignores the cards main function. If this is triggered by taking net or meat damage (unfortunately not brain damage) it becomes much more efficient and of course could save you from a flatline. There are even scenarios where you could trigger this yourself with the help of cybernetics. Without cybernetics though, what percentage of games do you run into meat damage or consistent net damage? Maybe 50%, probably less. I'm sure that number fluctuates. The point is the ability won't be used in every game.

We do need protection against damage though, and as noted in other reviews, there are several advantages to this card over Plascrete. There are some disadvantages though;

-influence cost when used out of faction; 6 influence if you include 3

-if you are left with 3 cards in hand, this won't protect against a single Scorched Earth, plascrete will

-if you have 4 cards, possibly even 5 cards in hand, this won't stop a double Scorched Earth, plascrete will

In conclusion, this card is a viable option for protection from a flatline, and one that won't be a dead card if you aren't taking damage. But in my opinion, it's not for every deck. Stay safe on the net!

Edit: If you are running Comet, both I've Had Worse and Diesel are really great includes.

Edit: In light of the myriad of new ways to tag the runner (like Hard-hitting News) and many new damage cards (like the new Weyland ID and the upcoming DNA Tracker) that are being released, this card has grown on me. I usually do include the three of them in any anarch deck.

Actually, with 5 cards in hand, this included, you are able to stop double scorched earth, leaving you at 0, as they resolve one after another. Good thinking though. I'd rather a suit of plascrete, but flavor-wise nothing says screw you like standing up after a bazooka to the face. —
Not if the first scorch happens to miss I've Had Worse. Chances are it will, but it could miss it. —
It only costs a click to draw I've Had Worse if you don't have any other draw / tutor ability... such as I've Had Worse. You also fail to note the signalling difference between having to install a Plascrete versus merely holding an I've Had Worse. This is flawed analysis. —
And you fail to realize, PentagonJR, that if you didn't have I've Had Worse in your deck, the free draw would of drawn another card. So my point is still valid. And I noted quite plainly that there are several advantages to I've Had Worse over Plascrete as noted in other reviews. I choose to note the disadvantages not listed elsewhere. —

This is a cool card. I love the artwork. And I think it is very interesting. Its ability lets you install a program from your grip without spending a click but at the cost of 2 credits. This usually isn't that great of a trade. 2 credits is almost always worth more than one click. Of course we have our economy cards but many of them average out to less than 2 creds/click. If you have the money though, it can be very handy to save a click. Sometimes you just have to make a bunch of runs or click through bioroid ice, etc. Now, there are ways to lower the cost of Savoir-Faire such as Omni-Drive and Multithreader. When used in conjunction with one of these cards, her ability becomes much more playable. One great thing is that this ability can be used on the corps turn. This allows for a Clot install when its needed most. If you are playing as Kate "Mac" McCaffrey: Digital Tinker then the cost of installing the program is really only increased by 1 instead of 2. A major downside though is the influence cost.

Pros:

-0 install cost

-can install a program without using a click

-can install a program on the corps turn

Cons:

-high influence cost

-costly to use without support cards

-takes up 1 MU

I don't think I've ever used her because of the cons listed. However, I did come up with a pretty crazy combo a while back. Play as Hayley Kaplan: Universal Scholar, have Savoir-faire, Multithreader, Autoscripter, Sahasrara, and Scheherazade installed. Have Chameleon in hand. With this set up, you could install Chameleon (and another program if you have it) on the Scheherazade each turn for free. You would actually gain a click and a credit! Much too cumbersome to be playable probably, there are too many parts (though I haven't actually tried to do it). But it would be sweet!

this is really just a criminal cheap imitation of SMC, the limitation of needing cards in hand is too restrictive to make it more useful though. —
Autoscripter works just on your own turn so you wont get a free click, but to install something with Savoir-faire and London Library works. A Femme for free and a Chameleon as a bonus. —
I don't think you can combine this with London Library. —