One of the top economy cards for any deck with excess memory, Cezve is an extremely efficient card for supplying runners with a seemingly bottomless well of credits, as long as they're using them in runs. While Anarchs get to boast Fermenter and its extreme burst econ and Shapers enjoy combos with Simulchip and Coalescence, Cezve requires no input or setup once it's out, and it will be the edge many runners need to win the game. The Corp has no comparable option, with Mahkota Langit Grid being limited to a single server, the Corp has to rely on their advantage of a larger pile of raw credits to overcome a Runner with a pile of these. With enough at once, running servers becomes sufficiently free that nothing is safe without a stack of high strength pieces of ice, and can often provide enough currency to squeeze into that final run on R&D.
On the other hand, this leaves runners that rely too much on Cezve's econ out to dry when the Corp prioritizes its remote servers or provides other reasons not to run centrals. A clever runner will use Cezve to cover its bases when the Corp is blockading the centrals, while keeping the rest of their econ up to eventually tackle remote servers.
For some shapers, this is a useful 3x import even if the influence cost is high at 9. Anarch's may have more trouble justifying this as import, their rigs tend to not be as beefy on memory. Criminal's themselves will get this for free, but it depends on how much they need those credits in the middle of a run. The recently printed Barry “Baz” Wong: Tri-Maf Veteran loves this card.
Overall, a strong card if the runner can pressure the Corp's centrals, and sometimes that's just enough to find an opening.