Played this deck between rounds at the Dice Dojo tonight. It's brutal; I won most of the games I played by a wide margin. It's a Keyhole deck that can destroy up to 13 pieces of ice over the course of a game.

Card choices:

Reina Roja: This is the clear ID choice for a deck that wants to put heavy economic pressure on the corp's ability to maintain a steady ice presence.

Parasite/Datasucker/Clone Chip, Forked/Knifed/Spooned: These form this deck's ice destruction package. Ice destruction lets us put economic pressure on the corp, which can make it very hard for the corp to score agendas. Focus on R&D - you'll win most games by making it impossible to maintain any ice over R&D and repeatedly hitting them with Keyhole.

Retrieval Run/Same Old Thing/Planned Assault: These are largely extensions of the deck's ice destruction package. Retrieval Run can grab Keyhole, Eater, or Parasite, depending on what you need; Inject usually ends up dumping at least one of those. It's usually Parasite, of course. Planned Assault and Same Old Thing can get Forked/Knifed/Spooned, but they can also grab Retrieval Run if you need a Parasite.

Inject: This deck probably wouldn't be possible without Inject. The card digs you deep; it gets your programs into the trash where you can Retrieval Run or Clone Chip them, and it's basically cost-neutral.

Armitage/Daily Casts/Kati Jones/Sure Gamble, no copies of Dirty Laundry: These are probably the best sources of income without going out of faction. They're useful at any point in the game and provide large chunks of money at a time. This deck isn't playing Dirty Laundry because it's not very useful as click compression - if you're making a run against a server whose contents you know, that run is probably an event run or a Keyhole run. So, Dirty Laundry would just get played as an Easy Mark most of the time, which isn't as powerful as any of the other economy cards. Liberated Account would be slightly better than Armitage Codebusting but there's always the time you need to crawl back from 1 and you're grateful for the Codebusting.

Grimoire: We really just want the memory from this - Keyhole eats up a lot of memory and sometimes the full rig comes together, with Eater, Corroder/Mimic, Datasucker, and Keyhole (leaving 1 MU for Parasite).

Hades Shard: This is something you want to install as soon as possible. It makes it pointless for the corp to ice Archives, sometimes forces the corp to use Jackson proactively, and makes it possible to Keyhole and take the agenda you see without Jackson hiding it away.

Corroder/Mimic: Corroder's here for Wraparounds; Mimic's here for Swordsman. Wraparound on its own isn't that much of a problem, but we might as well play Corroder because it's in-faction and useful to have access to. Swordsman, on the other hand, can ruin your day and it's nice to have access to the Mimic just in case.

Keyhole: Well, this is just central to the deck's strategy. It's this or Medium, but I'd rather have this because it doesn't care if your counters get purged and it makes runs against Jinteki much safer. Plus, every Keyhole run lets you see 3 new cards, where every Medium run only lets you see 1 new card, even as you dig deeper and deeper.

One change I'd consider making is playing -1 Special Order, -1 Hades Shard, +1 Inside Job, +1 Vamp. Nearly every game I've played with this deck could have been even more brutal with a Planned Assault sniping an Inside Job. I don't know if I'd give up the Hades Shard and Special Order for it, but it's very tempting. Vamp isn't a card you want very often here but it would be good in the positions where you want it.

The deck might find a use for Deja Vu but it's not as good of a card as the recursion the deck already plays. When you recur Parasites, you're looking for click efficiency so you can make use of the weak spot, and Deja Vu takes two clicks and 4 credits to put a Parasite on a piece of ice, which is something Retrieval Run and Clone Chip both can do for a single click and fewer credits.