This is definitely one of those cards that makes you go "hmmm". The effect is certainly useful: I'm sure many times per game you would spend a click to swap a card in your hand with a card in your heap, but the question is whether that is worth a deck spot, and whether it is worth building your deck around.

In order for this card to be useful, you need to have sufficient cards of the card type you want to recur. What I mean by that is that if you want to re-use an operation multiple times, your deck needs to have enough operations in order to trigger Raman Rai multiple times. Another reason you would want this card in your deck is when you have very impactful, unique cards that you would like to play over and over again. Some cards that spring to mind are SanSan City Grid, Power Shutdown, Biotic Labor and damage cards such as Neural EMP and Scorched Earth.

Of those cards, I think that one of the most interesting is Power Shutdown. Power Shutdown has a few downsides, a lot of which are shored up by Raman Rai. The biggest drawback is that it doesn't target, meaning that the runner can trash his least important program/hardware that costs X or less. Being able to Power Shutdown multiple times to clear out the chaff is pretty useful, and if you can kill all of their breakers, you may be able to shut the runner out completely. Another downside of Shutdown is that trashing cards from your R&D risks losing you agendas in your archives, and although Raman Rai forces you to swap agenda for agenda, putting extra cards into your archives is pretty synergistic with him.

Other things that interact well with Raman Rai are clickless draw cards such as Palana Agroplex, as they increase the likelyhood that you will be able to recur the card that you want.

Lastly, Raman Rai's status as an Alliance card means that it can easily be found via Mumbad City Hall. The problem is that I expect this to only be played in Jinteki, even with the advantage of being an alliance card, as there aren't many Jinteki cards that are commonly splashed in other factions.

Anyway, this is certainly an interesting card, because it provides repeatable recursion, which not many cards in Netrunner can boast. His biggest problem is his clunkiness -- his ability is pretty unwieldy, and if the runner catches on to what you're planning on doing, 3 is a pretty low trash cost.

Blue Sun might like this one. Go heavy on operations, and recur that Oversight AI again and again. —
I was thinking this would be great in an IG deck for traps and then museum of history can just recur the card that was swamped into archives anyway —
One of the splashable Jinteki card... Snare. Unforuntatly, three sanares won't trigger alliance effect and adding more Jinteki cards makes you even less felxible. —

The most interesting thing about this ice is its interaction with Nisei Division. Because this triggers Nisei Division twice if the runner doesn't breaker it, you can gain a significant credit advantage over the runner. And yes, the second subroutine can copy the first subroutine.

Another notable thing about this card are the stats. A 4 strength code gate with 2 subroutines and a 3 rez cost is about as good a rate as you are going to get, the trick is to make the subroutines useful enough that the runner wants to break them. In Nisei Division, I think that the subroutines are valuable enough that the runner is going to want to break it, but outside of that ID, I'm not sure if the runner is incentivized enough. The rez cost of 3 is a little tricky though, as this ice will generally cost credits in order for it to be useful.

Like most other psi game cards, this ice is absolutely useless if you have 0 credits (outside of Nisei Division), as the runner can bid 0 twice to march right through it. Also, unless you have other rezzed Psi ice, if the Runner is at 0 credits, they can just pay 0 twice and lose 4 of their non-existent credits. And unlike in real life, Runners can't go into debt.

Overall, I think there's some mutual attraction between this card and Nisei Division. Division is definitely in need of cards that can trigger psi games multiple times a turn, and this card is definitely improved by gaining a credit every time the subroutines fire. Outside of that ID, even with great counting stats, I don't think this is good enough.

I think this is cool that you can create yet another Infinite Loop with Jinteki ICE, a little difficult, but a Whirlpool, Errand Boy, Upayoga, and Mind Game! Should be equal to a flatline or something, but the guys at FFG fail to still be cool. —

The card that Cobra is closest to is Rototurret, another 4-to-rez, low strength sentry that kills programs. The difference here is that Cobra is a neutral card (although Rototurret is relatively easy to splash) and it does 2 net damage instead of ending the run.

I think this card is most useful in a deck that already wants to be doing damage. Jinteki seems like the faction that could use this card's effects the most, as it doesn't have access to much program trashing in-faction, and the damage is welcome, perhaps even moreso than a hard ETR. On top of that, this card is very good with Marcus Batty, as you can trash their sentry breaker after it is possible for them to jack out, forcing them to run into the subroutines.

The downside is that it is in Mimic range, and has a strength of 1, meaning it's pretty easy to kill with Parasite and only costs 2 to get through with GS Shrike M2. The upside is that this can be a very powerful facecheck-punishing ice that you can play in any deck and combines well with Batty as previously mentioned.

I love how the stats perfectly line up with Mongoose so that it's 1 credit to break. —
@TKO: Oh wow, that's so good. —
Nothing gives a corp player more joy than landing punishing subroutines. This means Cobra now has double the fun of Rototurret. —

This card is very good, which is pretty obvious. When it is installed and then accessed in a server, this either eats 5 credits or an Imp token, and has no rez cost (although that is kind of irrelevant). 5 credits is a huge swing, and can easily open up scoring windows. Unlike lots of upgrades and assets, this is also fine in your hand, or in your deck. If they pay to trash it there, it's done its job, and if not, you will eventually be able to install it.

Its influence-condition, like Mumba Temple's, is easy to satisfy. Many decks do not have to make any changes at all in order to accommodate it.

This card is also pants-on-head stupid in Industrial Genomics. If the runner has sufficient credits, and you have any unrevealed cards in your heap, they are going to pay a fortune to trash it AND it is tutorable with MCH. It also should find a home in Spark Agency, because it fits the gameplan and Spark naturally has the assets to make it influence free. In fact, I expect to see this basically everywhere, and it is going to suck to run into it as a runner. I suggest either being Whizzard, or jamming 3 Imps/Scrubbers in every deck you play.

It's worth noting that running when you don't have enough credits to trash it is the right play a lot of the time, so it is possible to play around it that way.

If the runner cant afford to trash it then they don't have to. So it's not that crazy in Industrial Genomics unless the runner is super stupid rich. They could just ignore it in that eventually. It's important to note that the unofficial FAQ says that if you can you must use a IMP token or spend credits on ghost runner to trash it if your able. —

Did Fantasy Flight not realize how much of a pain in the ass this card is going to be for IRL tournaments? Magic the Gathering had a similar card (Sensei's Divining Top), which was banned in formats because it wasted enormous amounts of time. This card can potentially make you search and shuffle your deck 3 times every single turn + the shuffles from the Museums that you will invariably be playing. That in and of itself is going to stretch the already interminable horizontal corp matchup out even further.

In terms of the card itself, I think it's good, possibly even very good. Click compression + tutoring, with targets that corp decks are already playing (Museum of History/Mumbad Temple) sounds like a recipe for success. 1 influence, 1 rez cost and 3 trash cost are about as good as you could hope for. Cards to keep in mind are Heritage Committee (hand sculpting, which is quite powerful with Museum's shuffle) and Jeeves Model Bioroids (possible fast advance implications).

Damon Stone has stated that he really likes the Eater + Keyhole interaction. I'm fairly certain FFG love shuffling. —
How is Sensei's Divining Top like this again? —
@Goldstep Permanent-based deck manipulation that has ramifications for tournament play re: time. @RubbishyUsername Eater/Keyhole is a good point, but imagine this PLUS Eater Keyhole. You could have to potentially shuffle your deck 8 times between your turn and the runners —
I'm not buying it. This is no worse than Levy University as far as shuffling except that it's a lot easier to have 25 ice in the deck that works than 25 alliance cards. —
I was talking about tournament play, and Levy isn't exactly relevant there, no offense —
If you are going to use it 3 times, there's no practical reason to shuffle your deck. As long as your opponent isn't heartless and doesn't force the card text on you, you can just tutor and install all three cards, then shuffle once. I mean, who in their right mind would shuffle 3 times with 3 museums out... —
Heritage Committee is a reason —
As @bracketbot points out, you have to shuffle each time because you might play HC on any given trigger. It's maybe the weirdest tutor ever in that you can trigger it & not know what you'll get. What makes it broken IMO is that a) it's unlimited use & b) it installs for you. Compare with Djinn, the only other unlimited tutor—it costs a credit & doesn't install! —
I agree @phette23, it seems pretty broken to me for the same reasons. 2 clicks in 1, repeatedly, for just the 1 credit rez cost. And there are already a bunch of alliance cards released or soon to be released. —
I have done the math there can be a total of 27 alliance cards per 54 + deck ( and that would be a janky and most likely be a shitty deck) —
If you have even 6 of em in your deck (Mumba and Museum are powerful cards) this card is nuts. Oh and Jeeves was just released, that's a super good card too. —