On it's own, the card acts as a Judge-esque hand refresh that can potentially help you and disrupt your opponent. It can help you in the early game, and cripple your opponent in the late game.
To add to what risk breakers said, Magnezone variants like Magneboar and Magnelektrik could strongly benefit from N. Both decks run Magnetic draw without relying on Yanmega to even hand sizes. Since Magnezone decks and Magneboar in particular tend to fall behind early and only really need a couple twins plays to set up, this deck can use N with more impunity, drawing itself up to six and leaving the opponent with a tiny hand. This matchup, more than any other, could cripple ZPST in the late game.
This card could also be a huge problem for any remaining Blastoise variants, as there is now a second viable hand disruptor, one that can quite literally keep blastoise from even attacking if the player only has one prize left. This is a bigger problem for Blastzel, which probably won't have as much energy on the field due to the fact that a Blastzel player is realistically looking at only 2 attachments per turn (3 if they can keep two Floatzels alive, but given the release of N, sacrificing a couple prizes to cripple the deck's energy acceleration might not be a bad idea.) Blastgatr suffers a little less late game, because it can attach as many energies as it wants, and then use Wash Out to bring them to the active, but the early hand disruption will also slow Blastgatr down more than it will slow down Blastzel. It might be time to put Blastoise variants down to Tier 3, certainly if they don't run Kyurem.
I think we're looking at a 7/10 for overall playability. N is an utterly amazing card in the right deck, but that's the key word, the right deck. N plays favorites, hurting some decks (like ZPST) and downright crippling others (like Blastzel). On the other hand, decks that run Magnezone can use N with no drawback at any phase of the game, provided Magnezone has not been removed from play. N acts as good refresh in the early game, and maximizes the use of Magnetic Draw in the late game, all the while providing some pretty consistent hand disruption. I think this card might be enough to discourage some less hardcore ZPST players, and encourage the use of slower decks like Goth or consistent draw from Magnezone variants. The card could very well change the metagame to no small degree, and that has to account for something.