Be a little careful rezzing this card against Noise: Hacker Extraordinaire, especially on R&D. There is no 'may' clause to the sub, which means the corp has to return an installed card, even if you've bounced his entire rig except for his last Cache.

Hopefully I never make this mistake again, as I was milled hard while my opponent giggled and set up a pile of credits while continuing to access and mill. Did I mention how he milled me constantly? He wanted to make sure I didn't draw another IE to replace this guy with.

It wasn't worth it to bounce a Medium.

Otherwise this card has saved my bacon on many occasions and is a powerful run deterrent to most runners. But screw Nosie.

I had an opponent do the same thing to me with Sherlock 1.0, back when I was still trying to make that card work. Even better, it was an imp that was recurred and they kept hitting my HQ through Sherlock. I lost that game very quickly. —
I just won a game recently because I was able to run on this card, force the Corp to bounce my D4v1d, and reinstall for a whole new set of counters. —
Screw Noise! —

I prefer to make decks out of Jinteki Biotech that can win using either one of the two good ID's (I don't like the Tank or see it winning games consistently enough to build around it). The Brewery can win with a flatline, the Greenhouse can score out to win. Either of these abilities can be very powerful and can win the game abruptly, but if the runner knows which one the corp is using, they can anticipate it and try to counter the corp's game plan.

If the runner is kept uncertain of which ID the corp is playing towards, or is convinced that they are playing the wrong ID, then they will adjust their game to counter a move that isn't coming. To keep the runner confused, building a deck that can equally use two different IDs can pose a viable threat to 4-advance an agenda in a single uninterrupted action, or flatline the runner with 2 net damage will leave the runner uncertain of how aggressively to run, and where.

One card that I would like to highlight that I think is often overlooked in this ID is Biotic Labor. Biotic allows the corp to fast advance a Nisei MK II, which is a very powerful move. Furthermore, the corp can score a The Future Perfect as a never-advance play with a Biotic and an ID flip. On the otherside, a runner may be safe from a flatline at 2 cards, but a Biotic Neural EMP will flatline. This can be particularly useful against Faust. It is a very expensive splash, but Biotic Labor allows some very powerful moves that can win a game.

I wouldn't write The Tank off so easily. If you find yourself getting milled alot courtesy of DLR or Noise, it can be a life saver. Being able to tech against this strategy without using a deck slot is pretty good. As you point out, you have to plan around the fact that the runner may figure out which ID you chose. If you see Valencia these days it may be better to play safe than sorry! —
Also works with Jeeves, as you're spending 3 clicks on the same action. —

There are already two good reviews for this card here, but I think there is another relevant combo card that is worth mentioning. Escher can set up a great server for Atman to run through. While corps try to address Atman at the deckbuilding stage, a lot of their favorite ICE still line up at strength 3 or 4 (Eli 1.0, Ichi 1.0, Lotus Field and Data Raven/Architect, Wall of Static, and Caduceus).

It is very possible to see 3-4 of these ICE rezzed by late game, and stack a nice set on R&D for some cheap access runs, or blow through a scoring remote for just a few credits.

Also, since Atman is an AI breaker, it is worth mentioning that you can further dump the AI-hate ICE (Wraparound, Turing and Swordsman) onto unimportant servers and clear the way for your AI suite, which is more of a mid-game move. If this card were 3 influence, I'd use it in my Noise Faust deck.

If we're talking random relevant combo cards, Escher can also set up a great server for Surfer to break through. It's a similar trick, although at a flat cost of 2 creds per ICE and with some other weirdness. —

I wanted to like this card for a long time, but have finally concluded that I cannot (at least not in competitive decks). This card falls into a 'win harder' category, which looks useful at first, but in play can quickly become a liability.

The simplest way to describe my complaint is this: When the corp has only 6 credits or less, losing those credits can cripple the player at least temporarily; when the corp has 7+ credits, an extra credits are nice, but don't really change the game in a big way.

Losing all the corp credits when scoring an agenda leaves the corp wide open to attacks on any unrezzed ICE and assets, with very few means of responding. Rebuilding from 0 credits is often a slow process, which many runners take advantage of and will trash any corp economy they can to maintain. Such a corp may not see another scoring window for many turns depending on the runner.

Gaining 7 credits is powerful; even better than a Hedge Fund, but the corp can already rez most ICE with 7-8 credits, gaining to 14-15 credits brings Janus 1.0 and Wotan into the possibility, but servers were already dangerous to the runner. Frankly, for most corps, scoring at 7+ credits often means that they will be able to chain into their next scoring window in 1-2 turns, even without the addition of another 7 credits.

In summary, this card only really helps the corp when they are already winning, and probably don't need help, but hurts them very badly if they are not cash-flush when they score. Great for a laugh, but does not belong in any serious deck.

Corporate Sales Team completely replaces this card, same cost, higher pay out with no conditional. —

Dracō is a card that hasn't seen a lot of love. Many corps have tried using it, and most of them have found it to be less effective than they had hoped. Part of that is due to this card being a very high-skill card to play effectively, and if played poorly it will tax the corp much more than the runner.

First, Dracō has a rez cost of x+1, where x is the strength you want the ICE to be. This gives the corp an opportunity to install Dracō early, and only rez once they know the runner's rig well enough to make it an effective tax. I would caution against rezzing this ICE to a high strength (6 is my rule-of-thumb upper limit). Better choices are forcing the runner to boost Ninja or Switchblade/Dagger to 1, or 4 with Mimic, push Femme Fatale to 3 or 4, or the new GS Shrike M2 boost to 2. These are all still affordable, but taxing on the runner at minimal cost to the corp. The corp wants the runner uncomfortable enough to not want to break the sub and instead consider letting the trace fire.

The trace subroutine is overall rather weak for what may have been an expensive rez, hence I recommend lower strength settings. Without Surveillance Sweep, the corp has to pay to boost the trace first. This gives the runner the chance to run click 1, and tax the corp. This is one of the more interesting situations, where how much the corp pays hints at how badly they want this run to end. A high trace will likely be taken with some satisfaction that for 1 click and a tag, the runner effectively Vamp'd the corp, and got a signal that the corp has a strong interest in that server. The corp can send false signals, of course, but at the cost of more credits. Again, this is a reason not to invest heavily in rezzing for a high strength, and instead make it as awkward as possible for the runner to break while still making it cheap for the corp. My advice for traces is to treat it a bit like a psi game, and boost 0-2 credits as an added tax on the runner.

It is very easy to envision Dracō as an unbreakable sentry that will keep the runner out, but it will only do at the cost of a significant credit advantage. It costs a lot of credits to rez Dracō to strength 10+, at which point most runner will face the trace. This can be great if the corp still has a vast pool of credits to draw from, but at this point, Dracō is less of a card that turns around a losing game for the corp, and more of a card that helps the corp 'win harder.'

Cards that only help a player when they are already winning are very difficult to see great advantage in. Corporate War is a similar card, where it is only helpful when the corp has an abundance of cash, and actively hurts them if they are behind. Dracō can be seen to have the same defect. Inflated rez costs to fire a trace that the runner beats for 1-2 credits feel weak for a the card slot. Boosting the trace can become costly, even 1 credit boost makes this card like an anti-Pop-up Window.

Dracō is closer to an annoying stumbling block for the runner than a real obstacle for entry into a server, and if the corp falls behind on credits to the runner, then it can hurt more than it helps.