This probably will see the most play in Jinteki as a fairly reliable way of getting high-value subroutines to fire. In Jinteki, the most dangerous target is Bathyonymous' 3 net damage. Secondarily you may see an end the run or maybe some wacky play around Aimor or Otoroshi. This card gets nuts on HB ice. Bloop and Fairchild 3.0 can inflict a brain damage, Tyr can inflict two brain damage or "trash a Runner card and gain $3".

I suspect this will see play in HB brain damage decks because paying $2 to reliably trigger a subroutine of an unrezzed ice is crazy value, and the card that creates this crazy value protects itself under its own forcefield of pain.

The most practical counterplay is probably Pinhole Threading or Caldera. If you can deal with uninteractive damage with Caldera, then Nani is just an (exhaustible) engine of end-the-run subroutines. Oh by the way Tyr also has a subroutine that can trash Caldera. Light the Fire theoretically could work, but probably will not. (Incurring a brain damage is a big cost against a deck trying to inflict brain damage, and at least one identity likely to use Nanisivik - Aginfusion - can bounce you out harmlessly on a LTF run).

I'm not sure a self-protecting card which can trigger a subroutine on an unrezzed ice is workable in the current card pool.

Update: Nanisivik is banned in Standard as of March 2023. "Banning Nanisivik Grid was a hard decision—it is very frequently an interesting card, but installing one on Archives makes it extremely difficult to trash without the use of specific tech cards." Banning Nanisivik makes it easier to delay runs on Archives. Having to run Archives to deactivate Jinteki cards like Nanisivik was not very fun. I think Regenesis is closer to a right track, the corp has to ante up an agenda in Archives to use Regenesis, so breaking up a Regenesis play is more rewarding.

In Weyland, this could lead to an unconditional trashing of one program or even trashing one installed card. At 2 influences, it is a great upgrade for rig shooting.,

If you can spend $2 and a click to trash a program and push the runner to spend $3 on trashing the grid, that could be very promising. Anecdotally I am seeing fewer runners using the self-recurring conspiracy breakers on Jinteki.net, particularly MKUltra.

Also, cards like the Sy. Excavator help give you a little more value getting ice facedown in archives than just discarding.

Power level: reasonably high. This will see widespread play in brain damage decks, particularly those using Thule. It extends the game, giving you more time to set up your win conditions and also helps charge up Stock Buybacks.

While the intended recipient of this is almost certainly HB brain-damage decks, even at 4 influence it will likely see some play in Jinteki PE decks that don't have many alternatives for either extending the game or invisibly guarding Archives. Many Jinteki threats require or benefit from facedown cards in Archives so the runner probably does need to check Jinteki archives more than normal. Getting to 7 agenda points against a PE grinder is mentally taxing. Playing to (say) 9 points or on a max hand size of 3-4 is brutal.

The problem here isn't the power level, but the anti-fun experience of negative agenda points. In a card pool where 2 brain damage is crippling against like 10+ card slots in PE decks and potentially a win condition for Ontological Dependence players, giving out brain damage or negative agenda points for free on an access anywhere doesn't feel like it's on the right track. I think Global Food Initiative is a less frustrating card to interact with, there's still some forward progress when you steal it, just not as much as normal. Nightmare Archive might have been more fun to interact with if it had been tied to forward progress, perhaps a 5/3 agenda which inflicts a point of brain damage when stolen.

Situationally very limited. Corp recursion isn't very good currently, so if this allows you to land a Chastushka or a Time Bomb early, that's respectable value for the tempo loss to net damage. Bankhar matches up very well against some common ice like Tollbooth and Sandstone and early-game gearchecks. I would suggest taking more meaning from life than your virtual bird, though.

...

Although Raindrops Cut Stone quotes Bankhar, I don't think the two work well. Most of the things I'd want to do with Bankhar are high-impact run events. Runs can only use one run event and RSC is probably not enough value for the level of danger that Bankhar invites. If you're running on unknown ice with incomplete breakers, which I think is the most common Bankhar use, you are liable to burst into flames if you hit an Envelopment or Anansi or Endless EULA and can't break it. Bankhar gets safer as the game progresses and you have a better idea what the first ice will be (and have more options for breaking it if you need to).

Bye

Each counter is worth $1-2 plus whatever tempo advantage you derive from being able to run on any unknown ice from turn 2-3 with no breakers in almost complete confidence. A card which generates $1-2 in economy every turn you run, I've heard that's pretty good.

This $8 card starts with around $5 worth of counters and can almost break even on the turn you've installed it. +2 MU is also pretty good on an econ card.

Hardware are really hard for corps to interact with and it's not an AI (a subtype which has some corp counters). Even if the corp does somehow trash it, their next copy comes out with enough power counters that this isn't as major a setback as it appears.

This card is wildly overpowered even for $8

Generating $1-2 in economy for a run: at least as good as a $3 Dreamnet (if Dreamnet allowed you to function at a high-level without breakers). Usually starting with 4 counters for breaking 4 subroutines of any strength on any ice: this is like a $4 pair of Boomerangs that don't need to be declared ahead of time (if Boomerangs could clicklessly regenerate). Being able to confidently operate several turns against unknown ice setups with 0-2 breakers installed: closer to a playable identity ability than $0. On the flip side, the only corp identity ability which has ever given this much confidence is Mti and I hear it's pretty good. 🙃 2 MU: probably worth $2 for a console.

It's unlikely you'd ever want to print a card with this large an impact on the board state. However, if you did, a single-click card which ~combines 4 very playable cards totaling $9 and 4 clicks should cost at least $12, maybe up to $15 depending on much you value the draw efficiency of compressing all of this into a single card. Note: clicklessly regenerating counters which can break any subroutine is actually much better than gaining $1-2/turn because it allows major operational flexibility in how much you can function without all of your breakers installed and how little you need to fear unknown ice.

Ouch

This might be a breakdown in the playtesting/tuning process. This isn't like a CI which only became really strong as mass draw cards gradually got printed. Endurance was game-breakingly powerful immediately on release. [UPDATE: Endurance has been banned some 7 months after it was released. Mti's ability was mind-meltingly powerful and it lasted 12].

It feels inevitable that Endurance will get banned or that better destruction cards will get printed which nerf consoles/hardwares in general. A ban sounds more likely because many decks need their console and punishing them all for a single crazy card would create downstream problems. (Printing ice which matches up well against Endurance does not feel viable. It would take a LOT of deck slots to be able to reliably protect, bare minimum, R+D and a scoring remote against a boat which comes out really fast and wrecks almost all popular ice).

Breakers which require additional setup are hard to use, especially if it's card slots and/or influence you probably didn't want to use or installs you didn't want to make early. There's 6 cybernetics currently legal. Each of these is unique, costs at least one self-inflicted damage, $0-2, and the three imports cost 2-4 influence to Criminals. This is a lot of work to get a fracter running and expect to pay a $1-2 premium on Paperclip at least a few times before you have multiple cybernetics in play.

Might see niche-within-a-niche use in Nova, which has fewer problems with unique cards (seeing as it can only run single copies anyway) and influence. However, a Nova that isn't on conspiracy breakers might lose some critical cards on self-inflicted damage. It would not be great if an unlucky Snare or SDS score or cybernetic damage forces you to draw wildly for recursion.