At first glance, this has similar numbers to Engram Flush or Slot Machine, which are some of the best code gates ever printed. So why isn't this ice seeing serious play?
- It needs way too many bioroids to work reliably, but very few bioroids are actually good. After the Fairchild 3.0 ban most tournament HB decks currently use 0-4 bioroid ice, usually Bran 1.0 and Ansel 1.0. Ravana needs like 8-10 other bioroids because it's blank until you've managed to draw and rez one. Problem: you can't get to 8+ other bioroids without overloading on expensive Bran/Ansels and including a few bioroids you wouldn't otherwise want (e.g. Eli 1.0 and Fairchild 2.0). Followup problem: Ravana pretty much demands that you neglect much better non-bioroid ices available. Hagen, Drafter, Gatekeeper, plus any imports, you have much better options than scraping the barrel for 10+ bioroids.
- Until you have enough money for a $6 Bran/Ansel and a $3 Ravana, the best this card can do is pretend to be an additional copy of Eli 1.0. Problem: the ideal number of Elis in a deck is usually 0-1 and never higher than 3.
- Ravana takes setup time. It'll almost never be rezzable turns 1-2, except out of possibly Architects of Tomorrow. Unfortunately, a lot of the bioroids you're running to make this card happy are themselves expensive and hard to rez early. Bioroids don't do much damage to unprepared runners because they can be clicked through. This isn't like an Anansi situation where bankrupting yourself to devastate the runner might be worth it. Bankrupting yourself to remove 2-3 runner clicks is probably not worth it.
- Ravana is unusually bad in challenging circumstances (e.g. you're having trouble drawing your ice, recovering from Apocalypse, under serious Stargate pressure, or have had multiple ice destroyed or derezzed).
- Ravana and its friends can be clicked through on face-check. Burning 2 runner clicks is good value against a routine run, but probably not enough value to scare off Stargate/Diversion of Funds/etc.