Devastation Incarnate. Many people don't associate their deck in relations to phases, and when your deck must excel to place yourself in a position that can truly dictate the course of the game. This card is the epitome or early game depression. Komainu used to be the card which provided this opportunity for Jinteki Players, but this card here is may even be better than what it was. You're forcing the other player to draw into their deck and if they had a full hand they may just lose 5+ cards for the turn. Nothing hurts more than arriving at all the cards you want in a turn but all at the same time and in the wrong moment to boot. Slip in a few Viral Weaponization and within 2 turns you could find yourself out a quarter of your deck in 2 turns. That's almost conditions for an auto concession.

2

This seems like best-case evaluation. If it hits for 5 or 6 cards, sure that's pretty neat, but in the short term it's usually a boost for the runner's economy nonetheless. Then, once it's rezzed, clever runners can exploit it by breaking only one sub and grabbing a free diesel as they pass. Compare Aiki, which usually does better in a similar role and remains non-terrible in the late game.