A sleeper card in an absolutely stacked datapack, PAD Tap is drip economy with an interesting trigger: it pays you when your opponent gets paid. Flavourfully Criminal, this card’s best-case scenario is that it pays you 1 on your turn and 1 on your opponent’s turn. To top that scenario off, you’ve got enough Fall Guy installed to dissuade the corp from even thinking about trashing these (unfortunately PAD Tap does not combo with Wireless Net Pavilion).

However, we should never judge a card by its best-case scenario and instead judge it on what its expected results are. With that in mind, here’s a breakdown of cards that trigger PAD Tap that are ubiquitous in the meta:

Neutral:

Corp’s Turn: Hedge Fund / IPO / Rashida Jaheem/ PAD Campaign

Possible on both Turns: NGO Front

NBN:

Possible on both Turns: Pop-up Window, Azmari EdTech

Weyland:

Corp’s Turn: Commercial Bankers Group / Hostile Takeover/ Standoff / All The Transactions!

Possible on both Turns: Hortum

Jinteki:

Corp’s Turn: Celebrity Gift

Possible on both Turns: Pālanā Foods

HB:

Corp’s Turn: All The Clearances!

Possible on both Turns: Sportsmetal

As you can see, the above lists aren’t fully comprehensive but they cover quite a large majority of the popular economy options available today. At one influence, PAD Tap continues the blue trend of being under-influenced (see Aumakua) so you can splash for it with relative ease.

There’s one more consideration to be made though and that’s that it comes with a pre-built trashing option. Given that a smart corp player will trash PAD Tap knowing the potential money their deck could make the runner, PAD Tap has a great home in the economy denial archetype. One last thing: PAD Tap doesn’t trigger when the corp clicks for credits but if you’re at the point in a game where your opponent is forced to do that, you as a runner have probably already won.

Anyone got ideas on what cards don't trigger PAD Tap now? I can't think of any. —

A far more interesting and balanced decoder to its predecessor, Yog.0, Cradle is the newest Anarch fixed-strength decoder with a condition that can end up being quite the hindrance: modified icebreaker strength based on current grip-size. Shapers and Criminals have plenty of options at breaking code gates with Gordian Blade and/or Abagnale so I think I can safely say this won’t be seeing play outside of Red.

While cheap gearcheck ICE like Enigma or Thimblerig have been the bane of Black Orchestra for a long time, Cradle eats those two up for breakfast. Unfortunately, the presence of the big 3-subbed code gates: DNA Tracker, Fairchild 3.0, and Mausolus make Cradle a liability. Without strength modifiers, a runner would need an empty grip to break the latter two (after which they would commit neural suicide on a potential Kakugo) and suffers a painful facecheck against the former.

I see two potential options then to playing Cradle: using strength-modifiers and grip-size-managers like Dedicated Processor and Patchwork respectively or consistently maintaining a near-empty grip to keep up Cradle’s high base strength. It’s a high upkeep for a card that no longer says "0: Break code gate subroutine."

While previous Yog.0 decks only had to worry about boosting the decoder’s strength up, decks utilizing Cradle have to worry about that and keeping its base strength manageable through their grip. Outside of Gnat or Noble Path decks, I think this card’s strength-modifier keeps it from seeing any competitive play.

This card is basically just to tax the runner a bit more, preferably with an expensive piece of ice. If a breaker like Gordian Blade is breaking a DNA Tracker, then it would cost the runner 7 credits. Subtracting the card's rez cost equals a credit advantage of 5 credits in that scenario, better than a Hedge Fund, which gives a 4 credit advantage.

One synergy to mention is Komainu, which does not lose its subs until the run ends.

While the synergy with Komainu is notable, it will never lead to a flatline as the Runner is given the opportunity to jack out after Code Replicator fires. In addition, that means Code Replicator must be pre-rezzed (so that it triggers on-pass) losing a bit of its surprise factor. While this takes away from its ability to be a menacing kill option, it's a very strong taxer as you mentioned. —
However, I'd suggest you compare it to a similar-gameplan upgrade next time rather than Hedge Fund. Comparing Code Replicator to Marcus Batty/Bio Vault/Embolus would be more appropriate. —
You are right. An even better comparison would be Red Herrings. —
I will edit it, eventually —

Lets compare this to Nisei MK II.

Viral Weaponization trashes the runner's grip, taxing them ~5 clicks. It also has the side benefit of disrupting their game plan. Nisei MK II, when used on a scoring server, would cost the runner a click and a massive amount of credits. It can also open a scoring window.

Amani Senai —
Influence 4 hurts, and it can be prevented due to the trace, not to mention that you need to protect it and the agenda at the same time. The net tax from beating the trace would be ~4, since any more would require you to spend credits. It would only have utility by opening a scoring window if the runner has less credits than you, and you still have to outspend him. —
Nisei MK II does the same without needing Amani Senai. —
Not every gameplan needs a Nisei token over net damage. Any Jinteki deck that wants to grind you out could gladly use this agenda. Combo it with Mental Health Clinic for maximum damage. —
Comparing this to Nisei is kinda pointless cause they do vastly different things in different decks —
Thank you for telling me, I now understand how this agenda is supposed to be used. I will edit my original post. —
Still editing —
The trick is of course that you can play both Nisei MK II and viral weaponization. You also play gene splicer en NGO front for the bluffing potential. —

This card is the one-time program version of Desperado run economy.

Lets compare this card to Jackpot, a card with similar mechanics. At the start of each turn, you would place 1 credit on Jackpot, but can only retrieve them when you steal an agenda, (which may not even occur late in the game). Bankroll places a credit per successful run, and if we consider that as once per turn for an aggressive criminal, is similar to Jackpot in that regard. However, it also costs 1 credit install compared to Jackpot's 0.

Its credits can be pulled at any time, compared to Jackpot's only when an agenda is stolen, but occupies a memory unit in the meantime. However, Jackpot can be trashed if tagged.

In conclusion, its power level is about equal to Jackpot's, and should be considered in aggressive criminal decks with spare MUs.