I took second place at Forever Knight games in Olympia, Washington with this deck.
I used to run neural EMP, Punitive Counterstrike, and Fenris to try and flatline the runner, but I've found most players are usually cautious enough to draw up and prevent this from happening.
Since most runners are anticipating neural EMPs / etc, they spend a lot of time defending against these things whether or not they're actually in your deck. I've found it's better to let runners freak out when their hand size gets to low while I focus my real energy on messing up crucial programs and combos. Power Shutdown makes quick work of corroders, which are crucial for getting through Wraparound/Thorns, and Rototurret/Archer/Ichi make for solid surprise program trashing. All the other net damage serves to hopefully break crucial combos and to freak the runner out / force them to spend time prepping for flatline cards that never really come.
Honestly I'd say this deck needs some work. All the zero strength ice leaves things pretty vulnerable to Atman, and I often found I wanted more ice than I was drawing. More barriers would be a good call, too, since fracters are the easiest breakers to Power Shutdown.