Excellent patch. Not exactly what I would do, but I'm me, last I checked. One of the things I was starting to dislike most about this otherwise excellent game is the ability to negate the actions of the other player completely and without consequence for a trivial expenditure of resources. There should be some swingy cards, sure, but the degree of swing enabled by some cards in this game was ridiculously excessive (Still is a bit, I think, but heading in a more fun direction). Enfeeble was just silly, and Vanar is possibly my favorite faction, control my favorite style (in addition to anything that might be reasonable called "shenanigans").
Good. Just good. I can imagine a bunch of other ways to change it that might have been better, or worse, pending actual playtesting. But, that's probably the most minimal effective happy-making change.
Seems a tad harsh. When considering healthy nerfs to cards, Kelaino did come to mind, but I thought it'd end up a 2/4. Still, 4 mana heal 2-8ish, and eat valuable removal / prevent that Thumping Wave / Tiger / Chromatic Cold from going face - Will still be played, I think. Will likely see more shadowdancer, though, and Cass will no longer be able to steal the lunch money from midrange / slower aggro decks.
Thumping Wave: Awwww yeeeaaaaa. No more tiger + double thumping for half your health in one turn on no board. It SUCKS being ahead on board, life, cards, AND being out of reach of their general / anything currently on the board, and still lose.
Flash Reincarnation: Needed. I've not been big into CCG's before, but I can see how uncontrolled ramp would end up making any game hard to design for, and less fun to play, assuming that the power difference between on-curve plays and ramped plays is significant. Theoretically, this card would be less problematic in a context where you're actually sacrificing significant card advantage to get out the ramped minion. It's a high-risk, high-reward play that would feel fair. But, with so many ways to easily refill your hand, and the tiny hand size in this game, that wasn't an issue.
Side note: I'm sad for that. I liked winning on card advantage, efficient plays, and good resource management, which is all but eliminated with all the instant-draw effects currently present. I wish all the draw cards were more on par with Spelljammer or Sojourner. Oath and Spikes make winning with good hand-management no longer a thing.
Chrysalis Burst: Good riddance to bad rubbish. Sure, it was a "fun" play, put in my RNGesus IDGAF decks, but it's infuriating to lose to this BS because they got good minions in good spots, and I don't have a board-affecting AOE in my hand. It's often enough not even very tempo-negative, since you often end up spending crazy resources and sacrificing any positioning advantage to deal with the scarier minions, if you even can. And they still will end up with 1-2 minions on board. I hated this card. It has a degree of inconsistency and swing potential rivaled only by Grimes and RNGeaper of the 9. Also cards I'd be happier if they were deleted from the game.
Windblade: Feels fair, but odd. Still good. Not much else to say. I like it, overall. Much like Lyonar.
Nosh-Rak: Also a bit confusing. Still, it's not all bad - There are edge cases where the 8 hp would matter, which I have come across. But not too many. Still, I kind of like the trend of pushing powerful finishers to a mana later (Embla is 8, Spiral is 8, Meltdown is now 8, Elucidator + Thumping is now 8)
Meltdown: Good change. I still fundamentally dislike the design of the card. I don't even mind random effects, per se, this one is just simultaneously boring and powerful. Random damage. Ah, well.