"Resolve a subroutine on a piece of rezzed psi ice"?

Alright, I think I'll pick this one here...it says "Resolve a subroutine on a piece of rezzed psi ice"

Alas, there is not yet a Corp ability that triggers whenever you resolve a subroutine. One day...

Worth noting that you don't have to PLAY these to get them into your heap. I don't know if MaxX: Maximum Punk Rock could ever justify the 6 influence or any Criminal could go heavy self-mill, but any copy of this you ditch in some other way ends up in your heap regardless. So, for example, if you mill 5 and play the sixth then you just get the super high value one.

Other thing worth noting is that once they ARE all in your heap, any recursion will leave almost all of them in there. You'll need to play targeted stuff like Trope (so no Levy AR Lab Access for you) but the potential to keep cashing in on the high end of the spectrum is there. Whether it's worth shoehorning that potential into what's probably an Anarch deck is another matter entirely, although I'm sure Apex: Invasive Predator wouldn't mind facedowning the early copies of this to use as Endless Hunger fodder.

Only problem is, Apex playing this has got to be the worst flavor mismatch I have ever seen. Well, that and the six influence. And the deckslots I guess. But mostly the flavor thing.

Why would Levy not work? —
Shuffles your whole grip and heap in. So the copies of Exclusive Party that you dumped into your heap are now back in your stack and not counting towards any more that you play. Trope lets you shuffle in e.g. just two of them, so that they're high-powered versions as soon as you can find them again. (Yziel's point about Faust is a very good one too, not sureh how I missed that!) —
Apex playing this makes perfect sense. —

So it might not be practical most of the time, but this DOES stack. That means you can play two of them to stop a predicted "Advance, Advance, Score" (e.g. on a suspected IAA'd 4/2) or three of them to cancel the Corp's clicks entirely (at the cost of most or all of your own though, so outside of specific situations mostly involving extra Runner clicks it's not worth it)

This aside, you can also stop a predicted fast advance with just one copy which can be game-changing if you can snipe the prospective Agenda from HQ and/or the game is currently tied up at 6/6 and you need another turn to try and squeeze a point out of somewhere. Populist Rally can give you confidence that they won't score out next turn, and combined with any Event recursion you can create a Clot style effect that locks out fast advance but without the option to purge.

Or you could just run this alongside Clot to prevent them from purging it! Either option is fine, although this by itself is much more limited against FA but costs no influence in return. If you generally just find yourself needing to squeeze out one or two more turns against FA and can't spare the influence for Clot, it can be very valuable.

Finally, it makes it harder for the Corp to flatline you using something like SEA/Scorch/Scorch. For 2 creds and a click, you can stop worrying about that until next turn. This can give you time to win, find protection, hit HQ with an Imp to get the SEA Source out of there, or even just let you make a run this turn without fear of death (since next turn you can simply not run in order to avoid SEA Source)

Essentially, denying the corp a click denies them options which might have been very painful for you. It's relatively versatile and hedges out some very bad outcomes, offering you a sense of security in whatever else you're doing this turn.

0 hosted power counters: Reveal Domestic Sleepers from HQ. Repeat until the Runner gets bored and leaves.

Anyway, this can be a nice card for warming up your scoring server. You put it in there, rez an ICE or two in front of it to keep the Runner from trashing it, maybe rez some ICE over centrals or pop up something like a PAD Campaign in an empty server, then score your first Agenda by IAA-ing it and revealing a second copy. Of course, this relies on HAVING two copies already, so it shouldn't be a primary strategy. You can then just trash it to start scoring regularly in that server. As a bonus, if they unexpectedly get into the scoring server they don't even get any points.

It might be possible to ACTUALLY make it a primary strategy by having it occupy your scoring remote and scoring all 7 points this way, but be aware that you'll need beefy HQ protection since you're going to be holding a lot of nice stuff there. Cybernetics Court is probably a good idea in this case.

I know I'm leaving this message 6 years after you posted it but this card triggers itself on rez, so it will always have at least 1 power counter on it, which means you cannot do this trick with Domestic Sleepers.

You don't have to spend every counter on it to activate it; if it has two counters you can spend one to protect a one-pointer, and similarly if it has any number (including zero!) you can spend zero to protect Sleepers.

Look. Competitive games with any element of variance in them have one underlying principle: If you are winning, reduce variance at all costs. If you are losing, INCREASE variance at all costs. The reason for this is that losing badly is the same result as losing just barely, so if you know your current position isn't winnable there's no reason not to gamble everything to try and improve it.

Yes, this card averages a negative return in terms of raw numbers. But you have to look at the return UTILITY. Let's say the corp is 6 points up with a probable agenda advanced once in a server you need 20 credits to crack. You have 13. What's the utility of those 13 credits? Nothing. They're useless to you. You lose whether you have them or not. So Push Your Luck in this situation is gambling an item of no utility for a chance to win an item with actual utility.

However, that doesn't make this a good card. The simple reality is that in almost every scenario where you're almost guaranteed to lose with the credits you have but might stand a chance with just under double that, Stimhack performs just fine and without the horrible variance. No, while I can see the point of this card (take the gamble only when you have nothing to lose, turning a guaranteed loss into a 50/50), the payout isn't high enough to justify including this.

Which is sad, because the concept and usage would be neat, but understandable because randomness at a high competitive level annoys the hell out of competitive players. Psi gets a pass because it's like a yomi game, but this is really just a coin flip.

The issue isn't just the variance, in order for this to work you have to have 2 more than half the amount you need to get in. That means it's a terrible card for a "hail mary" to start with. Even for crim who are can't afford to import a Stimhack, Data Dealer works better than this. Or work around it. If if you are needing the credits to get past Tollbooth or Komainu, use Femme. If you need them to get past Wotan, Siphon and Emergency Shutdown. But this is a way to steal crushing defeat from the jaws of regular old defeat. —
You'll note that I said at the end of review that the card is not using! I'm only trying to counter the perception that the concept of a negative expectancy econ card is inherently worthless. Certainly this implementation of it is. —
Stimhack is useless if you need credits outside of run though. Suppose you ran on your second to last click and bit more then you can chew (Gov Takeover or a bit too lucky multiaccess), and you don't have enough to beat 2 Punitive traces that are surely coming. In situation like this you'd wish you had this instead of useless Stimhack. —