force the runner through Anansi/Vampyronassa/Saisentan twice (or more, with Konjin!) on any turn they make a run. And then they still need to make a second run to actually hit the target server.
the runner is now poor and helpless.
score out or kill them with a Helheim-boosted Saisentan/Anansi, whichever happens first.
Notes
Helheim Servers' strength boost lasts until the end of the run. Strengthen Saisentan or Anansi higher than the runner can boost their breakers, and the Sisyphus loop will kill them.
DRM is an awkward way to find Regenesis or a Regenesis target in the late game, when the runner is broke and can't do anything about it. It's also a great way to bait the runner into a Helheim kill.
SanSan is an extremely taxing trashbait fork that'll often take two turns to clear. Leave it and I can FA Regenesis from hand; trash it and you can't afford to break into my scoring server again next turn.
planning to burn most of your ice rather than rez it is great. Toss that Sadaka down on the wrong server. Play that third Vampyronassa. Every ice in your deck remains useful, no matter what it is or when you draw it.