Pros

  • awesome subroutines for the cost
  • cheap to splash

Cons

  • 0 strength, very suspectible to Parasite
  • hard to get the most out of both subs

Thoughts

  • this Ice is tricky to use. Strength and cost suggest it is an early game Ice, but the runner probably has no programs very early and paying 4 credits just for the ETR is reasonably expensive, so the window of opportunity is small
  • However this can really hurt an early Magnum Opus
  • in order to shore up the weaknesses, Rototurret makes a mean tag team with Neural Katana or Komainu. Now programs aren't safe installed or in the runner's grip
  • Unfortunately these all get eaten for breakfast by Mimic
  • In order to preserve some late game threat, Corporate Troubleshooter are known to have trashed a program here and there via their turrets
  • against Criminals a very good place for the turret is archives to protect against Sneakdoor Beta. Once HQ is out of reach during the early game, almost any Criminal will try the other way and now there is something precious to trash

Pros

  • very cost effective
  • good early Ice

Cons

  • becomes obsolete with Link
  • you've got to bring some teeth for the tags or Hunter might be non-existent

Thoughts

  • has a strong synergy with Chum, because it is usually cheaper to win the trace or clear the tag than actually breaking it
  • I'd probably put in on R&D early while the runner has no link
  • but since it doesn't punish the runner directly, one has to be aware of hail marys, especially with Medium
  • it is nicely out of Mimic range
  • I think it is an interesting choice for Jinteki:
    • Even with link, Chum makes it a threat again
    • the trace becomes slightly more powerful on central servers when Snares are around
    • cheap Ice is nice for Edge of World

Pros

  • net damage can be pretty disruptive to the runner
  • it is nearly unpreventable as it can only be broken via AI-breakers

Cons

  • one time use only
  • the windows of usefulness seem to be pretty narrow

Thoughts

  • has an obvious Combo with Chum
  • but you might need ice re-arranging tricks like Sunset, Midori or Tenma Line afterwards, otherwise wasting Chum seems unjustified
  • along the same lines, I think it is best to be stacked with more net damage
  • this doesn't need to be in the form of more Ice though: Rezzing Data Mine in front of R&D while the runner has exactly 3 cards in hand, turns a "safe" Snare! into a flatline, especially while using The Maker's Eye or such
  • This gets more dangerous when running Fetal AI with Jinteki: Personal Evolution, because you now have up to 6 cards dealing 3 net damage from R&D (or HQ)
  • When the runner runs on a remote server, the extra net damage might convince the runner that your twice advanced card actually is a Project Junebug trying to flatline you
  • but again it only seems to be worthwhile with the runner holding a certain amount of cards in his hand (in this case 4)
  • realizing how precisely Jinteki is trying to kill the runner, Net Shield appears to be a tad better
  • so when playing Data Mine I think one needs to be patient and not rez it on the first occasion, heck the runner might even waste a Forged Activation Orders
  • you can play a Data Mine in a lone server to bait a Bank Job, once the runner runs, the Data Mine explodes and the server is gone
Apart from the thoughts of @EfficiencyCommittee, just add that it doesn't make synergy with Sensei because it adds the End of the Run at the end of the other subrutines and Data Mine is destroyed before the second subrutine. —
Another benefit of it belonging solely to the trap subtype, is it's reliability with paired with Tori Hanzō. —

Pros

  • a very effective method of long-term accelerating card draw

Cons

  • the effect is not optional, which can hurt
  • high influence, especially as you'd want more than 1 copy in case of splashing

Thoughts

  • Aesop's Pawnshop is almost mandatory to turn the effect off at a certain point
  • if you value 1 click = 1 card = 1 credit then after 5 turns you "break even", but as card draw is probably worth more than a credit, Wyldside is actually "worth it" sooner
  • losing a click can be a pain against bioroids
  • with drawing that much, you have to think about how to get your cards out of your hand unless you wanna discard plenty -- Public Sympathy comes to mind (or other hand size increase) -- click-efficient economy is very welcome, like Modded or Liberated Accounts -- arguably the "best" synergy is Personal Workshop: Just install stuff on the workshop and let them enter play at an opportune moment
  • being unique is no real drawback, as I couldn't envision having 2 in play at the same time anyway

Pros

  • a 4th click is a magic number for Corps

Cons

  • reasonably expensive
  • very high in influence

Thoughts

  • now what should that extra click be used on?
  • since you invested 4 credits and a card to begin with, don't use it to draw cards or get credits (very new players tend to do that from time to time)
  • out of all Corp actions, advancing agendas is the most likely
  • this allows you to score 3 difficult agendas out of hand (such as ABT, Project Vitruvius, AstroScript Pilot Program and Project Beale
  • also allows to score 4 difficult agendas on the table (ie, installed a previous turn, but innocently not advanced yet)
  • has a very sweet synergy with Melange Mining Corp. as it cost exactly 7 credits with Biotic Labor to score a 3 difficult agenda out of hand. So you can alternate between mining and scoring without needing an extra agenda server or exposing your agendas to be accessed by the runner
  • having some counters (or even 1) on Project Vitruvius supports this theme nicely - to recur a Biotic Labor