I've been working on this deck for the last few months. It's been one of my favorite decks to jam with in the casual lobby.

You can see the deck in action here.

In terms of results, I win much more than I lose with it in casual, and it got 2 wins, 2 losses, and a timed draw at a recent store champ. I think that's a pretty good showing of its relative power.

--Why I love the deck--

The deck runs on a very low number of credits. Most of your ice is extremely cheap. Your traps all fire for free and are always on. All this means it is is a lot harder for your opponent to make you feel bad. It's really tedious to defend archives against Temüjin Contract and 3 Shock + 3 Space Camp mean you get to defend it with as little effort as possible. With the ability to kindly suggest the runner go check out an archives full of traps, the Mind Game routine is just delightful, especially for an ICE you paid 0 for. With an archives full of traps, dumping a Future Perfect into archives does wonderful things for your agenda density and often you suffer no consequences. If the runner makes a run just to shut off your Tennin ability and they hit a Space Camp you get to just laugh and laugh and laugh (to the extent that it is polite).

--Why the deck wins (sometimes)--

The theory behind the deck is to give yourself multiple potential win conditions so you can adapt your game plan based on what you draw, your opponent, and your opponent's deck.

The potential win conditions are:

Rush/Gear check

Mother Goddess and Ice Wall allow you to score out early agendas. A lot of runners don't pack an AI or a way to deal with mythic ICE, and you can severely punish them for it. If you can score out a Nisei MK II, you can then score agendas behind an Excalibur.

Fast advance

People don't slot the clot. Shame on them.

You are playing 4 3/2s and three Trick of Light. With three Space Camp, five advanceable ICE, and your Tennin ability, Trick of Light is usually on.

An Offer You Can't Refuse is a silly joke card, but if you are on six points, it can often win you the game when combined with Space Camps. Either they run into Archives and let you put a bunch of advancements on an agenda, or they give you a point. Welcome to space!

Never Advance

Shock! and Space Camp often make the runner reluctant to check that unadvanced card you put in the remote. You can punish them for their reluctance.

Trick of Light allows you to play Never Advance with Nisei MK II and sometimes The Future Perfect.

Trick of Light is also helpful because sometimes the runner leaves you alone because they don't think you have enough money to score out an agenda.

Caprice Nisei

You don't really have a good glacier plan, but Lotus Field, Mind Game, and Mausolus can be pretty taxing against the right deck, and Caprice as a multiplier to that tax is super rad.

Plus sometimes if you have a bunch of money you can just hope you are good at psi games and try and rush out behind a single ICE and Caprice. Why not?

--What if I want to play the deck?--

You should!

My main pointer would just be to conserve your Nisei MK II counter until it is absolutely necessary:

Definitely use it to score out another Nisei MK II.

Definitely use it to score the winning agenda.

Definitely use it to stop a run you know for sure is going to lose you the game but uggh, you might just be delaying the inevitable.

Probably use it to score The Future Perfect.

Probably don't use it to stop The Maker's Eye and the like.

Probably don't use it to stop Account Siphon.

Don't use it to stop random accesses.

If you want to tweak the deck, both Mausolus are cutable, so you have quite a bit of influence to play around with.