Terrible. If you're not already playing Mganga, I'd leave this one in the jankpile.
Jinteki: "We remember failed ideas, but do not carry them forward." Also Jinteki: "Let's carry forward Mganga's one-time ~2 net damage into an overpriced version of Tithe most runners will break for $1 and Bukhgalter will break for $0."
To start with: this ice has virtually zero long-term value in most matchups. Aside from Anarchs, every other killer and Amaukua break this for $0-1. Without the ability, this would be a bad ice at a cost of $0. (Ignoring its net damage for a moment, $0 Pop-Up Window causes a larger credit swing than this ice in most matchups). If you're thinking about this ice, its role is mostly the short-term net damage. It's a costly way of dealing 2 net damage, but you have to wait for a tight window of opportunity where they're running on the server and the net damage would actually be meaningful. The timing on using this ice is going to be super-funky, Anemone is usually a one-shot ice which virtually ignores whether the runner has a breaker, so Anemone will probably be a weak option early compared to Aiki/Saisentan/etc and 2-3 net damage is unlikely to set up early kills. It could be useful late-game for getting a few net damage in after your other ices can reliably be broken. If your Kakugos and Aikis have successfully wrecked their stack and they're low on cards, 2 net damage might be very meaningful. It is a very cumbersome way of closing out a game and a sad early draw though. Jinteki is the least able to afford inefficient ice and cards which you have to sit on forever, and this card is nothing but inefficient on a good day and VERY sensitive on when it can be used effectively.
This ice is not very promising in low commitment setups. Including a few of these in your deck in the hopes they might screw up a run on Obokata, well, you could have used a much better card like Anoetic Void and ended any run with some upshot around threatening to end a second run later. The only economically viable reason to use an ice with a rez:break cost ratio this terrible is to set up funky kills. This exists in the Brainstorm space where you're only using this high-commitment, something you're building around as a win condition. Like Brainstorm, it's not a good win condition but it will be memorable when it happens. Surat City Grid could generate 6 net damage suddenly if the runner runs into a server with 3 unrezzed Anemones. Surat might be able to generate some kills with 2 Anemones (possibly after a Kakugo) but this is a lot of variables. In imports, if you were building around net damage, I could see this working as a way to kill a runner who's already taken multiple brain damage, but that's a really hard condition to pull off in the current card pool. (If HB gets a viable brain damage agenda, like one that requires a brain damage as a cost to steal or a 3/2 which causes a brain damage upon being scored, maybe revisit Anemone then).
Jinteki ice urgently needs a rework. We're flooded in forgettable net damage at this point. Can we try anything else? For example, maybe showing the corp the top few cards of R+D (maybe with an Anansi-like rearranging), turning a runner card facedown for a turn, destroying a non-virtual resource (probably not the first time someone coded a bioweapon for DJ Fenris, let's be honest), or trashing a non-program card out of the runner's faction or moving a card to the top of the stack. Steve has a cool ID ability where the runner picks 2 cards from the heap and the corp picks which one the runner gets to keep. Maybe a Jinteki ice could have the runner choose 2 or 3 cards from their hand and the corp chooses 1 to trash? (The Steve-like selection helps reduce the chance that a runner takes a devastating hit like losing a breaker and is more strategically interesting than random net damage).
Here to confirm as an update: it is fairly common that a runner with tons of cash and all their breakers out runs with one card in hand and just loses the game. Fun card!
— dnddmdb