It’d be amazing if you could tell me which parts you thought were broken and which parts you thought were nice.
I tried my best to keep it as balaned as possible comparing the new minions and spells to what we already have in the game. I’ll explain what was go through my mind for every change here.
Spirit Walker:
This is basically supposed to be a combination of Hearth Sister + Crypto which is a very potent combo with Faie but it can also be very well utilized by Illena who struggles with range.
Typically Hearth Sister + Crypto uses 4 mana and 2 cards and leaves a 2/2 and a 3/2 on the board. Spirit Walker does the same effect but only leaves a 3/2 on the board and as we know from Helm Of Mechazor, a 2/2 is worth one Mana. So with that in mind, this card takes one less mana.
Frostborn Ward: This is basically supposed to be a more conditional version of Sunriser. It is more difficult to proc because there are no tiles that stun similar to how Hallowed Ground heals and when proc’d it only deals one damage as opposed to Sunriser’s 2 damage. However in conjuction with Flash Freeze or Illena’s BBS given she is in range, it can destroy a minion.
Silver Fang: This minion has better stats compared to Geomancer however unlike Geomancer, it isn’t an opening gambit. Meaning that if you want to get immediate effect from it you have to play it on 7 Mana. If your opponent allows it to live, you will have a very strong draw engine and a much better BBS than what illena has to offer overall. It has similar stats to Cloudcaller (which is usually played on 6 Mana) however it only offers that tempo if your general already has Ice Shatter Gauntlet equiped of if you have a minion with Shattering Blow on the board.
Shimmering Pixie: It’s very similar to Bloodbound mentor however it puts a Snowchaser in your action bar instead of a copy of your BBS. It can be better or worse depending on what kind of deck you’re running but because it will most likely primarily be used in Vespyr decks and Snowchasers are more important in that type of deck, I consider this minion’s effect better than Bloodbound mentor. So I gave it worse stats.
Frigidon: It has similar stats to Hailstone Golem. On one side of the board it is much worse because it can only move one space. One the other side, it can move two spaces like normal but it can attack twice. Because of this I gave it similar stats to what a proper 4 Mana minion should have.
Frostfire Lynx: Pure tempo tool, synergizes very will with Cryogenesis. It is a 4 Mana minion so lets start with 4/9 stats. It has forcefield so we should half it’s health and now we have 4:4.5. Dancing Blades deals 3 damage to something in front of it and for that reason it has 3 less health so we give this minion 3 less health and we have 4:1.5. Just to be on the safe side I made it a 4:1.
Ghostly Striker: So this card is basically a 6 Mana Sandswirl reader (5 Mana for the minion + 1 Mana for BBS) with better stat line but a worse effect. It doesn’t remove a minion. It simply dispels it and turns it’s space into Chromatic Climate (which is not a value generating tool unlike Exhuming Sand) But on the plus side it’s not an opening gambit minion
Cordial Colossus: Basically a meme. It dies to Plasma Storm, Natural Selection, it’s weak against frenzy minions, and is weak to all kinds of removal.
Cryogenic Figure: 9 Mana vanar version of World Core Golem.
Cryogenic Wipe Out: It’s good against people trying to use your walls to Thunderhorn you. It’s also good when comboed with Luminous Charge. It takes one less mana than Luminous Charge + Skorn, however it doesn’t leave you with a 4:4 body afterwards.
Soul Essence: Basically an Auroraboros that costs one less mana. Instead of resummoning your minions, it returns them to your hand and makes them cost one less.
Polarity: In it’s current state it will never see play. I wanted to make it draw a card but then I realized it’d just be a better version of Burden of Knowledge. So I made it work similar to how Replicant does. After all Replicant is just a Sun wisp that has better stats in exchange for its limited effect. Same thing here.
Aspect of Ego: More synergy with Vespyrs and overall making it less random so using it on a Malicious Wisp doesn’t give you a Gate to The Undervault or something stupid like that.
Chromatic Cold: It no longer provides the 1 damage which didn’t matter against big minions like Ironcliffe Guardian that much. So in that aspect it’s almost the same. However against smaller minions like Sarlac, it allows you to keep hand size if they are in range of your minions to kill.
Mana Deathgrip: Let’s admit it. This card was overnerfed. But I understand that it was too oppressive at 1 mana so let’s give it some additional effect and Vanar could really use some healing.
Boundless Courage: 1 more mana for a better effect. At its current state it was only used in conjuction with Sleet Dasher in meme decks. Now it can be a potent spell to make sure a friendly minion survives to the next turn.
Frigid Corona: Just a revert.
Aspect of Shim’Zar: Making it consistent so it doesn’t sometimes give you a Dex with Celerity and other times a Rae.
Permafrost: Conditional, board dependent but strong. It can be played around with good positioning.
Endless Hunt: Replicant has the stats of a 1 drop, Helm of Mechazor but because of the card advantage it provides it costs one more. Endless Hunt, has the stats of a 2 drop it’s only fair that it costs one more, so 3 mana.
Cryogenesis: Overly nerfed card. At 4 Mana it’s too weak. At 3 mana it was too strong. So it’s meet in the middle and give it a conditional effect that if played on curve can be very good considering the fact that you can follow up with Moose next turn. However your opponent can position in a way that they dodge the Moose.
Spirit of the Wild: I’m sort of changing Ghost Seraphim to what it was before (However now it’s an opening gambit and its effect only lasts for the turn it was summoned on) and I didn’t want the toxic OTK combo to come back. So I’m changing the card so that it cannot attack generals. In return your minions gain damage immunity for one turn.
Frostburn: Similar to Cryogenesis. At 5 mana it was too strong. At 6 mana it’s not potent enough. So let’s give it an additional effect. Something that makes it more effective against the toxic Meta decks such as Fault and Aggro Ziran while making it act similarly against other decks. Against Fault, overwriting sand tiles can be devastating and against Ziran, if she is standing on a Hallowed ground, she will not only lose her Hallowed ground but she will also be dispelled and lose her +attack. The card will act similarly against other decks.
Winterswake and Ice Age: Stupid combo… Now it’s basically a two turn Doom unless you have EMP.
Snowchaser: Now costs one less after returning to your action bar. Nothing too broken. Vespyrs need help and are basically wheelchair decks.
Cryoblade: Conditional and can be positioned around.
Glacial elemental: Cleaning up RNG.
Myriad: Cleaning up RNG and making it consistent.
Snow rippler: Cleaning up RNG and making it consistent.
Wolfraven, Sleet Dasher, Voice of the Wind: Underpowered cards. Could use a small buffs.
Ghost Seraphim: I changed its effect similar to what it used to be however now it only applies once and lasts for the turn it was summoned. So no more toxic OTK combos.
Grandmaster Embela: Making it consistent and cleaning up RNG
Matron Elveiti: an 8 mana Indominous that allows your general to move and attack however your general is only shrouded and not invulnerable therefore it can still be dispelled.
Ice Shatter Gauntlet: We all know Vanar’s Artifacts suck so why not make them more consistent? I basically made it work with Coldbiter like it should. Now it also works with Winterblade no matter what order they are equipped in.


