I've been playing this card some on jinteki.net, and just in case it ever becomes a thing I'd like to be in on the ground floor of saying that it is Way Better Than It Looks (TM). You heard it here first folks. Obviously it's a build-around card (It's pretty good Jinteki hate, but who's packing Jinteki hate?) requiring you to play lesser-used self-damaging cards like Stimhack, Stim Dealer, Amped Up, Net-Ready Eyes and even Titanium Ribs. Because your in-faction options are all brain damage, you'll want hand size increases too. Brain Cage is amazing with this because it's self damage AND handsize. You probably want to supplement it with at least one Public Sympathy for good measure.
That's a lot of Jank. I've been playing this out of Whizzard because he counters asset spam and lets you play a deck with some set-up time, which this card definitely requires. When Whizz rotates I don't know if this will be feasible anymore. It depends if anything else happens in the meta to counter the horror of Friends in High Places and related asset spam grimness (the last MWL only really cut off a couple of the hydra's heads)
Preamble dispensed with, let's assume that you've built up a bunch of counters on one or more of these babies. Is it worth it? Surprisingly I think it's arguable that the answer might be yes. For the Corp, a loaded Clan Vengeance is one of the most upsetting things it's possible for the runner to have installed. Its instant speed means that it's a constant threat. Every time the corp does something you could theoretically respond by trashing their hand. That's really unreasonable to play around. Here's a few things you can do:
1/ Run archives and trash HQ immediately before access. Do you like Legwork? As long as Jackson Howard isn't on the table this option is way better than Legwork. As a default use, this is a really strong option.
2/ Utterly counter any combo. Remember that this can be done as a response. The corp cannot Power Shutdown their deck. They can't count on having Accelerated Diagnostics after playing The Space Penguin. If they trace you with SEA Source or Midseason Replacements then the clan will protect you from targeted ordinance and civic redevelopments, no problem.
3/ Trash the corp's hand immediately after their mandatory draw. This option means that the maximum number of counters that has a practical use is six, not five as you might expect. It's also a handy option if you've seen the top of R&D and you disapprove of the line of play that it suggests.
4/ Make sure the corp isn't going to respond to your Medium by installing any ice.
5/ Trash HQ just before the Corp's last click. This option creates (even more) economy pressure. The Corp can spend their last click to gain a credit (inefficient) or to draw a card, which could potentially leave them with an agenda and nothing else in HQ. This is also the most satisfying time to smack down Friends in High Places. That's not a tactical consideration, but it is immensely gratifying.
6/ Trash HQ when the corp creates a new remote. Now that ice has nothing to protect. Alternatively, that agenda has nothing to be protected by. Or maybe they were planning to fast advance and they realised that they couldn't play their Biotic Labor before installing because...
7/ ... you should definitely fire this the moment the Corp plays a Biotic Labour with their first click.
I feel like I'm giving away a big secret by posting this review, because I haven't seen anyone else playing this, and even if it turns out that it isn't the best card in the world I promise you that it's an absolute blast use and abuse. Honestly though, it's actually pretty strong in the right deck.