Jinteki Biotech, the one identity that can simultaneously threaten kill, fast advance, and play like glacier. Jinteki Identities that do each of the three jobs better are, Kill: Jinteki: Personal Evolution and Industrial Genomics: Growing Solutions, fast advance: Tennin Institute: The Secrets Within and Harmony Medtech: Biomedical Pioneer, and Glacier: Pālanā Foods: Sustainable Growth, Jinteki: Replicating Perfection.
Biotech is cool because it can do and threaten all three types of win conditions at once and the runner has to keep all three in mind as they play against the identity. Also, most players don't really know how to play against this identity because it isn't really used much.
So lets get the review started.
A really good card that you should probably make room for if you're playing Biotech
Jeeves Model Bioroids. Jeeves allows you to score an unadvanced 5/3, do 2 net damage + Punitive Counterstrike, or reshuffle Archives into R&D AND do something else.
Before you flip, the runner has to have at least 2 cards in hand at the end of a turn or they'll die. This means that if they run on a double advanced Project Junebug they have to draw 2 cards in order to be safe. You can complement this with Punitive Counterstrike and other cards, like if they hit a Snare! and slow the runner down.
This takes most people by surprise. If you have clones are not people in play, a 5/3 agenda (like Global Food Initiative ) face down and they don't check it, you get four agenda points and threaten to win the game at that point. Since you're probably playing 3 pointers, Punitive Counterstrike becomes a lot more strong at that point, since the runner is now on a timer and Punitive rewards 5/3's.
Remember at the start of the game where you had all of those operations that you played and got like 40 credits from. Did you want to do it again and have central servers that have Snare! in them, 4 ice tall central servers, and a Caprice Nisei at the bottom of the thing, and have enough money to rez all of them?
Which side to choose
The brewery (kill) is usually good reckless runners who rely a lot on early game aggression. Usually this is criminal, but there are flavors of criminal that rely more on setting up, like seige engine Armand "Geist" Walker: Tech Lord. Don't try to kill those, they're harder to kill.
The greenhouse (fast advance) usually good against runners who take FOREVER to set up, but then R&D lock you into oblivion, like Shaper in general, Armand "Geist" Walker: Tech Lord or Sunny Lebeau: Security Specialist. Set up a gear check early game, find that 5/3 + Jeeves Model Bioroids and a "Clones are not People" and just score out twice.
The tank (glacier) is good against runners who intentionally make it hard to do something/deny the corp from doing something. Asset denial, ice destruction, operation destruction, putting cards at the bottom of your deck, trashing the top card of R&D by through Data Leak Reversal, Bhagat, making you overdraw, or Fear the Masses. The tank allows you to get those critical pieces that make your deck work back into your deck and stabilize.