I have to disagree with the other review. There is only one thing that matters in this game and that is winning. That is followed closely by not loosing.

This card must read: Trash to not loose the game right here right now to net damage.

So that's the next best thing to winning. All the other cards in your deck don t matter squad if you hit a June bug with 3 advancements on it and less than 6 cards in your hand (please spare me with only noobs hit traps - apparently you don t have any good Jinteki players around) Is it a niche card? Absolutely but it has a very powerful effect to compensate, on top of it its cheap to install, no MU cost and in the worst case you just sell it to Asops or fuel for Faust. This card also acts as a break of sorts against a couple of specific Ice (Cortex Lock etc)

Lastly like the art.

18
Saying a card is "at worst furl for Faust" is akin to saying "it is a piece of cardboard you are according to the rules allowed to put in your deck". While I agree that not losing the game is a premium, there are better tools for the job (Deus X is more versatile and prevents all, Feedback Filter lasts indefinetely). —

I am surprised Smoke didn't get any more reviews unless its universally obvious how good she is. In case you missed it let me break it down for you and compare her to one of the most popular Shaper ID. Kate has 45 / 15 ; 1 Link and best case you save 1 credit a turn. However that is best case, as a Shaper you will install, a lot but eventually your rig is ready . Also some cards just don't cost anything to install. On the plus her ability can trigger on the corp turn, I am sure you can figure ways out to make that happen.

And now Smoke, smaller deck but same influence, no link and one recurring credit for Icebreakers. Mind you we are playing netRUNNER not netbuilder so this credit should come into play almost every turn. We could leave it at this and conclude that Kate has a bigger min deck size for an additional link and both have comparable capability to save you some hard credits, if it wasn't for that little word on the ID card " Stealth".

This makes Smoke way better than Kate in my opinion, a stealth breaker is considerably more efficient than a normal breaker. Dagger pumps for 5, Switchblade for 7 or breaks all subs on a 0 strength sentry. Refactor pumps for 3 etc, you see the pattern that 1 stealth credit is worth more than a normal credit. And last consideration, things you want to do to win a game: Running wins games, building a rig does not (directly (Monolith and 3 installed programs however earn you the right to spread your arms as wide as you can and say with a cheesy smile: "That's right, its THAT big"))

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Monolith joke was hilarious! ^^ —

Y´know, the right Monolith gives you is waaaaaaay better than winning IMO

This card is great! Unfortunately the trigger will be meet regular so that's covered, and if you play it out of HB you should have the cash to make the trace. The wording is a bit awkward, it should have been:

"Trash 2 pics of hardware and taste the runners salty tears, otherwise better wait for a later use. If you feel like it you could trash resources but that's a waste"

No tag needed, surprising given how common the trigger condition is meet and potential devastating to the runner. Also the trigger condition helps with making the trace if they used credits to trash. The card is a massive improvement over Hellion Alpha Test (same influence mind you) given you the choice of what to trash in any combination. Would it have much use out of faction? Probably not given the influence, if you spend one more you get Scorched Earth and win the game but a good option for HB to strike back at the runner other than brain damage. In my opinion a very good addition to the HB card pool that makes Hellion Alpha Test completely obsolete (sort of the only complaint)

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"Trashed an *Accessed* corp card" This is one restriction that won't be a killer but it will be one to watch out for, there is plenty of stuff on the runner side that lets them trash things without ever accessing them. —
This card is super powerful in my opinion. Put it in any asset heavy deck and its prerequisite cost will regularly be filled. And there are a lot of great targets including several resources like Temujin Contract, a full Daily Casts, ProCo, a shard, Kati, or a pesky Film Critic that is messing up all your ambush/psi agendas. —
@quailman2101 Id like to just point out you've only mentioned resources in your comment but Beta test can actually hit hardware as well in some case's hitting a console could prove to be more powerful an effect. —
@Pinkwarrior Yes of course, and they are probably better targets many times. I just mentioned resources that were worth targeting because Stigma implied they weren't worth using this card on. —
Can it fire when the runner is using Salsette Slums? —
@5N00P1 Probably not, as the ruling (at least per UFAQ) is that the card is removed from the game INSTEAD of trashing, meaning the runner never trashed an accessed corp card. http://ancur.wikia.com/wiki/Salsette_Island_UFAQ —

Now what does this compare to? a) Jinteki: Personal Evolution b) Chronos Protocol: Selective Mind-mapping

They all seam to do something similar but in fact it’s very different, let’s break it down.

Jinteki: Potential Unleashed lets you grind out your opponent more quickly if you play a death by a thousand cuts style of deck. The important thing to note is you won't be winning of this ability however you will get your opponent quicker to deplete his deck and look at a very big heap instead. As an added benefit you get to disrupt his deck by random trashing - very nasty indeed. Lastly 3 influences less than the peers, not game breaking but uncomfortable.

Chronos Protocol: Selective Mind-mapping is the quality option, this triggers only once per turn maximum and basically allows you to replace the random net damage trash with a card of your choosing. Given that people want to keep good cards in hand you can disrupt their game plan (also vs Jinteki people just want to have a full hand). Lastly you know what they are up to since you get to look - nice to see whats coming your way.

Jinteki: Personal Evolution now seams to be the weakest of them all - wrong. The ID's ability might have the fewest chances to trigger per game BUT it lets you win games. It makes multi access much more threatening as they may access more agendas than they hoped for. Advanced cards on the bored can turn into out of the red net damage and a scored agenda for the Corp. This ID hands down is still the most dangerous of all of them - especially in early game when there are lots of agendas to score. However this ID is probably the hardest to master of them all.

In summery Potential Unleashed lets you grind down their deck, Selective Mind-mapping gives you the most control on their game plan and Personal Evolution makes them what you relay want as a Jinteki player - question every move they make, fear every face down card and break a sweet when they access a card.

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As a runner this card is way more brutal than PE. With PE you don't multiaccess (same as against all jinteki) and you always access with 3 cards in hand (assuming snare, but allowing you to survive a boosted fetal AI. PU on the other hand, Jesus it's on its own a reason to pack net shield. One snare is 12% of your deck, gone. Hitting a psychic trap, 20% with a full hand. It's fucking brutal, and even if you ditch all of your good cards from hand because you're again running against Jinteki you still aren't safe because half the damage is the cards you can't protect in your stack. It's pretty gross —
I don't think Psychic would kill 20% of a deck. It does one net damage per card in their grip, but doesn't it deal it all at once as opposed to lots of single "1 net damage" chunks? —
Snare does all damage at once, so one card would be trashed from stack. I'm fairly certain Psychic Field does damage in a lump sum too, thereby only trashing one card from stack too. —