This card struggles to find a place in the meta and probably isn't very good.
Let me explain, when you account for the draw, one click to install and a rez cost of 2 credits you realistically need to make 4 credits from this card to break even, 6 credits gives you a meagre profit, the same margins as Hedge Fund but since hedge fund is substantially quicker and easier to play, and is normally untrashable, it's not a fair comparison. What would be a fair comparison is Regolith Mining License, which is also a trashable asset that needs to be left on the table to provide you credits and which nets you 8 credits (15 - 2 for the install - 5 for the clicks used to harvest the credits). That means I'd be looking to generate at least 10 credits from this card for it to be equivalent to Regolith and for me to consider including it.
That means hyper-glacial, not just regular old glacial but real, honest-to-goodness hyper-glacial. To get value from this card you need to install it relatively early on in the game (which means you probably need to include 3 copies for consistency, otherwise you'll either end up rezzing ICE with no Cybersand installed or be forced to hold off rezzing ICE while waiting to draw into your Cybersand), then you need to rez at least 5-6 pieces of ICE per Cybersand, which means a deck that has 15+ pieces of ICE, otherwise the spare Cybersand's are dead draws. Except, the Cybersand credits can only be used to pay install costs, not rez costs, which means that you also need multiple other sources of credits to pay the rez costs of the ICE to charge up the Cybersand.
Not only that, but you need to protect the Cybersands, which probably means putting one in your scoring remote while you are still getting set up and before you are ready to score. Alternatively, you could try putting 2 Cybersands on the table at the same time to generate twice the value per rez, but at that point you either need two ICE'd remote servers or some alternate way to protect them, such as a Front Company or the looming threat of Oppo Research. Don't get me wrong, 4 credits is a lot to trash, but if the runner knows they'll be denying you 8-10 credits down the line, they're probably happy to make that trade-off.
At this point I'm envisioning some kind of monstrous 54-card Weyland hyper-glacier deck, running 20 pieces of ICE building 5 ICE deep servers, using Hedge Funds, Government Subsidies, Armed Asset Protections, Regolith Mining Licenses and still needing more money...
Now, I'm not saying these kinds of decks don't exist... they do, it's just that's not the meta, like... really not the meta. The meta is a broad mixture of jammy HB, asset spam R+, shell game/tempo-based PE and a pinch of glacial in the form of AgInfusion and BTL. Aginfusion likes destroying its ICE almost as much as it likes rezzing it and tight, efficient 44-card BTL probably struggles to find slots for this kind of card.
Now, I'm not saying you shouldn't play this card, if you enjoy 54-card hyper-glacial Nuvem then this card is an option and I'm glad that option exists but I'd only really recommend using it if you've exhausted all other econ options and still find yourself needing more money.
Alternatively, A Teia: IP Recovery might be able to protect 2 Cybersands at once and might appreciate another source of income, but it might also just be easier to rely on Charlotte Caçador + La Costa Grid or something like that.
Perhaps if the numbers and wording had been changed around this card could've had more potential in standard glacial or mid-range decks. If it granted 3 credits per ICE rez instead of 2 then it might've been able to provide value sooner, easier and with less extreme amounts of ICE, or if the card had been unique and hosted credits could be used to pay rez costs instead of just install costs it could've self-sustained, being the backbone of glacial decks instead of just another source of credits you need to wait for.
Somewhat more broadly I'm confused directionally by the Liberation cycle, it brought massive pieces of ICE like Logjam, Boto, Cloud Eater, Seraph, Attini and Valentão alongside defensive upgrades like Adrian Seis or Isaac Liberdade and constructive cards like Vovô Ozetti, as well as the econ pieces to sustain them like this card right here or Janaína “JK” Dumont Kindelán. Yet a runner meta dominated by K2CP Turbine, Lobisomem/Orca Kit and ICE destruction Anarchs directly invalidates much of this corp playstyle by sawing through ICE for pennies regardless.
Thematically this card draws on Weyland's existing theme of extractive and exploitative economic moves, though I don't know enough about the net and cyberspace to really say what "cybersand" is and what the applications of harvesting it are. Maybe you harvest the building blocks of the net and use it to construct ICE, not sure... Perhaps someone else can add a comment or link a Wiki resource? I'd be interested to know. The art's not bad but I wouldn't say it's my favourite piece of Netrunner art. All in all, a bit of a middle-of-the-road kind of card.
TLDR: A setup-heavy econ piece that requires you to have and rez a substantial amount of ICE to turn a good profit. Probably outshone by other simpler and less conditional pre-existing econ options.
Edit: I forgot to mention one application of this card in my initial review: the potential synergy with Ob Superheavy Logistics: Extract. Export. Excel., having an instant speed self-trashing card is nothing to scoff at, even if this card doesn't end up netting you any profit, it still might be worth it purely as a way to easily and reliably trash your own cards to search for a one cost card you actually want.