I think if you could keep breaking subroutines for 1 credit that would make the card rather broken, don't you?
This amuses me greatly, as I was having a lengthy discussion with another forum member who argued that at 1 credit per subroutine it's useless garbage, as most icebreakers allow you to break subs for 1 credit anyway, and I was arguing that 1 credit per sub is fine (for/against certain decks).
No, I don't think it's broken. It helps offset the steep cost of the 2 credit per sub icebreakers, but you need to draw and install the card first, and it will become increasingly vulnerable as more hardware destruction effects become available. Granted, it is a silver bullet against bioroid ice. But ultimately, it's just one card amongst others that spell trouble for this corp or that corp, and the metagame will adjust. If you stack enough bioroid ice, the runner will be out of clicks eventually. And not every criminal will use it (and even fewer runners from the other factions splash it).
That forum member would be me.
I took the position that costing 1 credit to work would only make it good in conjunction with 'breakers that require 2 creds to break 'routines. More or less, we assumed at the time that it would trigger only once after the 'breaker did the initial work. That would have made the card a very weak upgrade to how most Crim 'breakers did their thing.
While I saw that as weak, now that it's indeed confirmed to work with a 1 credit cost but capable of triggering off itself, what we have is a piece of hardware that seemed weak but is actually stronger. It's sort of the reverse of what happened previously.
We have a piece of hardware that's going to make a mockery of Bioroid ICE. Outside of that, it's only good for alleviating the cost of Aurora and Peacock or maybe Battering Ram and Wyrm as well. You're going to have to build around this card if you want to use it as more than just an HB hoser.