This feels like a card to optimize your positional ice placement mid-game.
So let's first look at positional ice. FFG hasn't provided us with a nice positional subtype so we'll have to do this the old fashioned way, by searching in the text field of cards. Apologies in advance if I miss a card.
Affect next piece of ice (* means will rotate out once the first pack of the successor of the Red Sands cycle is released):
- Chum ()
- Inazuma ()
- Interrupt 0 ()
- Lockdown ()
- Marker () *
- Red Tape ()
- RSVP () *
- Sensei () *
- TL;DR ()
- Vikram 1.0 ()
- Wendigo ()
- Whirlpool () *
That's 1 , 2 , 3 and 6 . Disregarding the ice that will rotate soon we get 1 , 2 , 2 and 3 .
Once rotation hits that's 8 pieces of positional ice of which 3 in-faction for Jinteki. And these three (Chum, Inazuma, Lockdown) are unlikely to ever fire their subs aside from the early game. When properly positioned though they have good cost-to-break / cost-to-rez ratio.
Ok, so what else can we do with Mandatory Seed Replacement? It's good for undoing Escher and Inversificator (though Inversificator will soon mess things up again afterwards). You can reorganize your ice with it to protect the most heavy hit server, but really you should know which ones will be heavily hit at the time you place the ice.
And how about the competition? Are there better 4/2's for Jinteki? Nisei MK II (extremely powerful against run event based deep digs and assaults on scoring servers), Corporate Sales Team (10), House of Knives (death by a thousand paper cuts), Medical Breakthrough (next one is easier to score, even when stolen). Mandatory Seed Replacement has some stiff competition and its not holding up well against them.
To sum this review up: nope.