Magnet is versatile and very effective. Spending $3 for an end-the-run ice that usually costs $3 to break is very reasonable. And it comes with a useful ability! 25% of players are using Botulus (as of October 2021), plus occasional Chisels and Tranquilizers.

It's borderline playable on remotes and one of the better neutral ices available. It's a 3-cost ice that'll cost most runners 3 to get through (on a remote). It's a total desperation move to use this on a central server. (3-cost for a 1-credit impact is terrible and you are feebly trying to buy time for any sort of real solution). Ice which can only be used in one role are usually not desirable. Some alternatives to consider:

  • Magnet. 3-cost, 3-credit impact, but can be used effectively on any server and it has a useful ability against hosted programs.
  • Hagen. 4-cost, 4-credits against a lone Paperclip and messes with early Rezekis and support programs. Excellent in formats where Paperclip is not allowed.
  • Authenticator, if you care about tags. 2-cost, 3-4 credit impact or a tag.
  • Gold Farmer (only in System Gateway, it's removed in Standard). Palisade is a barrier which on *some* servers can cause *as much as* 3 credits of damage. For the same cost, Gold Farmer almost always hits for 4+ credits on any server, and it is truly outlandish in GameNET. It also holds up much better against Boomerang/Botulus.
  • Karuna. Costs 4, usually causes a 3+ credit swing, and more flexible than Palisade in server placement. The early game facecheck value is useful also.
  • Whitespace has a larger impact early and can be played on any server.
  • Vanilla costs 0 and works better in the early gearcheck role, particularly in situations where you need so much speed budgeting $3 is hard and the game will be short enough that Palisade's value-over-time does not matter as much. Liability: Does not handle Aumakua matchup well.
  • Hydra!? Not comparable to a 3-cost ice, but a fun ETR. It costs 10 and usually has a 6-8 credit impact. However, if it hits on face-check, it only costs you $5 (though you still need $10 available to rez).

"The valiant do not hesitate." Forget Tyr, Vanilla is an ice for the bold and the daring. Do not hesitate. Install this and GO. There is no late game potential here. There is only boldness, and tempo seized. The runner will have a handful of cards in their deck that can get through Vanilla and early on there's a good chance that they won't be able to afford them and/or won't have drawn them yet*.

*If they have 3 cards which can break Vanilla, there's a 70% chance Vanilla will beat their first 5 cards and 46% it will beat their first 10 cards. Even if they manage to draw one, Paperclip is expensive and committing Botulus/Boomerang to a Vanilla is inefficient. (If the runner needs to spend $3 and 2 clicks to trash an early Rashida, depending on their economic situation it might be better to not run).

By itself, this ice has a $1 impact on the runner. It is arguably the weakest ice in a solo role. If you spend a deck slot(s) on this, you're fully committed to glacier, you may even have Jinja City to make the install costs more reasonable.

Problem: Rime doesn't actually contribute much to that server to warrant its deck spot. Most ice don't benefit much from +1 strength. Assuming the runner is on the most popular breakers (Paperclip, Black Orchestra, and MKUltra), the only top-tier ice that significantly benefit from +1 strength are Anansi, Turnpike, Drafter, and Gatekeeper-on-rez*. Most major code gates and sentries get nothing from +1 strength.

  • Against Paperclip, most barriers cost +$1 more to break if they get +1 strength. Exceptions: +1 strength doesn't help Vanilla, Border Control, Ping, or usually IP Block.
  • Against Black Orchestra, code gates that are 4 or 6 strength will benefit from +1 strength. Hortum, Mind Game, Gatekeeper-on-rez, Lotus Field, DNA Tracker, and Archangel. It's a short list. (Not much benefit for Funhouse, they can just pay $4 to avoid the tag).
  • Against MKUltra, sentries that are 3 or 5 strength will benefit from an additional strength. Drafter, Turnpike, Anansi, and F2P-while-tagged. Very short list.
<p>I think this ICE is actually worth running in glacier AgInfusion in particular. The deck wants A) lots of ICE, some cheap and B) to run and rex both Anansi and DNA Tracker -- and the altered breakpoints for BlOrch and MK are painful for conspiracy-breaker anarchs. Especially since you can rez Rime <em>after</em> the runner passes it.</p> —
<p>Wentagon, that's an interesting interaction with AgInfusion, but AgInfusion is unusually interested in ice positioning (it can only force runners into an outer-most ice), and getting a rezzed DNA Tracker or Anansi with a Rime behind it seems hard to deliver.</p> —
<p>@Wentagon: is AgInfusion Rime the time for Divert Power to make its move? Rime is a card ideal for unrezzing, seeing as it can be rezzed for 0 anytime. And this allows you to install Anansi/DNA Tracker and get it rezzed cheaply when you need.</p> —
<p>@superheronation it's by no means the best card in the deck, but I do think it's good enough to be the 48th and 49th cards in the deck.</p> —

I think I disagree a bit with the efficiency evaluation made by Diogene. While it is true that "clicking for 2 creds instead of 1 is very good," I feel like once you factor in the click and card it takes to install this, it becomes not very efficient, unless the game goes pretty long. First of all, let's consider Hedge Fund. It costs a click and a card to net 4 credits, pricing cards and clicks roughly at 2 credits each. Of course, since Hedge Fund is one of the better cards in netrunner, 1.5 to 1.75 credits per click or card is a probably decent baseline for the efficiency we want out of our cards/clicks. Even cards with flexibility like Predictive Planogram have a 1.5credits/click or card efficiency rate.

Now let's consider Nanoetching Matrix.

Base Efficiency:

Immediately we see that the efficiency is never going to outdo Hedge Fund, since it at most generates two credits per click, which is the rate of Hedge Fund. That's fine, since most cards don't outdo Hedge Fund. However, the main problem is the steep initial cost of a click and a card to install, before we start getting hedge fund level of efficiency out of it. After 2 uses, it generates 4 credits for 3 clicks and a card, which is basic-action level efficiency, something we really want to avoid. At 4 uses you got 8 credits for 5 clicks and a card. Roughly 1.333credits/click or card. At 6 uses you finally got 12 credits for 7 clicks and a card, or 1.5credits/click or card, which is more or less the baseline efficiency of most standard playable netrunner econ cards. It takes 6 turns to get to the minimum efficiency for it to be really considered, and more turns than that if you aren't using the ability every turn it is installed. The problem with this is that if this is drawn anytime past midgame it's much worse than the standard economy cards. If it's drawn relatively early, then it still can only approach the efficiency of hedge fund. The risk-reward of the card just doesn't seem to average out to something worth including.

Advantages/Disadvantages:

As Diogenes pointed out, being an asset that is almost never worth trashing has it's advantages. For one, it can bait out a run from the runner, upping it's efficiency that way. You can Divert Power this since it's almost always going to be on the board once you put it there. You can trigger NEH or other "install" benefits. But it also has some weaknesses that operation based economy cards don't have. It makes centrals slightly weaker as a trashable card, and the lack of burst econ makes it harder to recover quickly, which can lead to more losses in efficiency elsewhere. Most drip econ is more efficient than even Hedge Fund, like Marilyn Campaign for corps or Daily Casts for runners. This is to counteract the bonus efficiency that burst econ can bring (since you can install more cards, earlier, which can generate more money), and for when they are drawn 1-3 turns before the game ends.

As I see it, I don't think the card will see much play outside of Divert Power decks that value an asset not worth trashing, and MirrorMorph: Endless Iteration decks which can make use of the unique click cost to fire the ID more consistently. It's not a card that has lots of raw economic power/efficiency, and so I don't think it will be widely included in HB decks as an econ engine. Rather, I think it finds it's home as a card which makes up for it's lack of efficiency by providing synergy with Divert Power or ID's like MirrorMorph.