Well I had planned on avoiding this, but as my name is mentioned so I suppose I will leave some feedback.
Let me preface this with the fact that I am a Vanar main, so if anything I am biased in their favor rather then the other way around. I have recently taken walls and tempo vanar to S1, and it is my main role in Team Wars with which I sport an excellent winrate in top notch competition.
So to start I still do not understand why you are under the impression that Vanar is weak. They are very strong and balanced, just very difficult to play, at least their good/non highroll builds are this way. For ages they were THE number one faction, and now they still compete with the best but only in the hands of a good player, which is superb design. While buffing factions across the board to be on par with the big top four of the meta is one way to go about things, it wont solve the polarized meta we have right now. And certainly we should not be buffing AND nerfing. Not to mention if you are going to nerf something the smaller the better, a tiny adjustment can move something from overpowered to unplayed.
I am always down for reducing RNG.
Keywords are fine, but unnecessary as the effects are not common enough to warrant it.
Tile is neat and flavorful but it seems both a bit underwhelming as it is to easy to avoid, and counterproductive with walls.
Rush is a dangerous keyword outside of factions that are designed for it, and targeted tiles are also dangerous. And vanar is almost at the tipping point of to much ramp as is. I am not comfortable with these at all. We will see what they are attached to.
Bloodbound Disciple: Adding another crypto to the faction could be back breaking. It would move faie from burn as a secondary to a primary which is bad, and it could give kara some insane swings. AND this is one mana. Going to have to say no to this, way to strong.
Unforgiving Wisp: Mmmm this one is neat, both effects make me nervous, but it has hella counterplay so it is fine.
Spirit Walker: Crazy op, as it combines faies two bread and butter cards (sister/crypto) into one absolute monster. Going to have to shoot this one down hard.
Frostborn Ward is cool. Stun support is good. Probably could be stronger still, make it the same as Sunriser, do 2 damage.
Silver Fang is fine if Corona can not target a general, not fine if it can. And I am all for reverting the corona nerf as that is one of the few that were unwarranted, and in that case silver fang needs to be reworked.
Sublunar Sanctuary: Lunar is fine, but the token not so much, this is basically firestarter but it lets you play your whole hand. Firestarter is a bit underwhelming, but this is to much. The token needs to be adjusted if its going to be attached to this. Now unless I misunderstand and said token does not give you mana but just creates a weird empty tile? And in that case this is just weird.
Radiance: This really weak, would never see play.
Pixie is cool but a cheap rush unit in the hand could be a dissaster. Needs to be a generic illusion arcanyst token, or something similar vespyr.
Frigidon: This one is cool, it makes me a little nervous but I think that is ok. I love raw power with draw back units.
Frostfire Lynx: Neat, I am super down for more Slasher/Blades style units as they are super board based and have loads of counterplay. But high atk force field units have proven to be problematic in the past let us not repeat old mistakes. It needs lower atk, or no forcefield and a little more health.
Ghostly Striker: This seems like a slightly worse firestarter, and firestarter already sees no play.
Cordial Colossus: Cool, but wayyyy to weak. An 8 mana card with no immediate impact, that eats it to removal/dispel and does not even have polarity syergy. This one is just awful and needs to be way better.
Cryogenic Figure: This one is also a mess. a NINE mana card with no immediate impact better be on par with wordcore golem, way to weak. If this wasn’t nine mana than mana steal could be a real problem as it is really hated, I love M-Wisp but we can not add even more mana steal…yet at nine mana this effect is basically meaningless. This and Colossus need complete reworks.
Cryogenic Wipe out: Why? This is awful. Even if you could use it against opponents walls its strictly inferior to dispel, using it on something like luminous is pretty much strictly inferior to skorn or winters wake. This card serves no purpose at all.
Soul Essence: Neat. But I see no reason to not allow walls. It should either be a touch stronger or allow walls.
Polarity: Hmm this is odd, it nerfs it for the place it is used for the most in arcanyst, but buffs it for all other archtypes. Can’t decide if I love this change or hate it.
Ego: I dislike this cards RNG factor period, and do not think it is very good in general, but having its high and low rolls are what makes it appeal to some. This change would make would make it more consistent but mostly pointles and it would likely never see play.
Mana Deathgrp: The card was a problem at 1 mana, and is a little undertuned at 2 mana. I am glad you already removed the healing part as that was really OP. The big problem with the card was that the effect stacked leading to absolutely insane opens back in its hay day. What should have happened/should happen to it is that it should be one mana but the effect should not stack.
Frigid Corona: Yup for sure, there was no reason it should have been nerfed.
Aspect of shimzar: Sure, I am all for no RNG. I don’t think this will really make much of a difference though.
Permafrost: Again no need to increase its mana, the strait buff is fine.
Endless Hunt: Tinkering with the mana cost is dangerous that is the most important stat on a card. Would be better to give them increased stats. The card is already decent, you do not want to over do it, I would start small with something like making it a 4/3 summon.
Boundless Courage: This card could just use the strait up buff, increasing its mana is not needed. 2 mana and dmg immunity till your next turn would be fine.
Cryogensis: A seriously underated card as it is, but sure adding the tile effect would be just fine, there is no other way to buff the card with out making it crazy op.
Frostburn is already solid. Overwriting tiles is to much. But Maybe having it create tiles on units it kills. Oh you already made this change. Perfect.
OK HOW DARE YOU SUGGEST A NERF TO WAKE! The only problem card in Vanar is Luminous its self, but with the other nerfs to the faction its fine having Luminous and M-Wisp be strong staples.
Iceage is already a pretty terrible card, idk why you would nerf it. Most good wall decks do not even bother with it as is, only the all in high roll ones. Oh good, you already saw the light on this one.
I am all for more vespyr tags. With one exception: Voice of the Wind: 4/5 is a notoriously strong statline giving it this AND making it a vespyr is to much. One or the other.
Cryoblade still seems underwhelming. Like I suggest in my thread, lets just make it beefy.
I think Elemental is a very inoffensive form of RNG, but I am also all for this.
Myriad: You somehow made an already terrible card even weaker?
Snow Rippler: Meh sure. I like zero rng, but I think the card could also use a bit of a buff of some sort.
Ghost Seraphim: (I guess you removed this?) I do not like this. You are nerfing its awesome and balanced Spirit combo, but returning some of the older toxic options. It could use a small bump though from 5 mana reduction to 6 mana reduction. Which keeps the flawless nightmare from coming back to soon, but gives mountain/frostburn a buff.
Grandmaster Embla: Glad you already adjusted it. I like this very much.
Matron: Also great.
You must address Ziran as well if you are going to change anything else. Or we are left with a pretty gross tier 0 meta. All four of the top four need to be hit at the same time, doing less will lead to an even worse meta.
All for RNG cleanup, not sure if I like all your suggestions, but more or less on board, so not going into more details.
Ephemeral on Kha is good. 1 health on it is a huge problem. Really this card just needs to loose flying and then it would be fine.
Rae: I never had a problem with it, but folks are on board for this, but at 1 mana its useless, needs better stats like 3/1.
Wanderer: That is fair…I hate it so much though I want it either completely dead or reworked.
Rippers/Eggs: For sure this needs to be addressed but you are going WAYYYY over board my man. The smaller the nerf the better. Any one of the changes you suggest would be enough. 2/1 fine. Movement instead of celerity, fine. Summoned as a minion not an egg fine. Having hatches exhaust great. No rebirth fine. BUT ONLY ONE OF THESE THINGS NOT ALL!
Zoetic Charm: Yea that seems fair.
Abjudcator: This definitely needs to get hit hard, and this might do the trick.
Golem Metallurgist: Hum, interesting. Ironically this might be a buff? Not having to stick is a big deal. I have no problem with the card as is, but I think this would make it to good.
Wind Slicer: Wat? This card was already trash.
Kujata: Leave it alone, this card is barely played as is.
Timekeeper: Buildmar is certainly a polarizing deck, I like where this is going, but I think its to weak. I think just flat cost reduction on build units summoned while its out would be fair.
Prog: This card is already a win more card. This is wayyyy overkill. Its really only ever an issue when it is combined with Charm/Build and you are already hitting both of these so at most hitting its stats would be ok.
Shidai: You buffed her…why would you do that, she is already the most toxic general in the game.
Decimus: Unless we are also addressing Songhai and Lyonar burn leave it alone as it is the least offensive of the bunch. But yea for sure change it if those also get addressed. I do not quite like the route you are taking though, my suggestion is to make it do like 4-5 damage when your opponent draws a card but only once per turn. That makes it good elsewhere, but not broken with spikes.
Lava Lance: If you are making rag not summon an egg its probably already to weak at 1 mana. If not then yea I guess 2 mana is fair but not in addition to hitting other cards. Frankly it is the least offensive of the Rag problems.
Flash: Pain synergy is an awesome sub theme why kill it?
Darkfire: Why would you nerf poor abyss, they are in need of buffs more than anything else.
On ramp in general: If their targets are balanced they are not a problem. If what they are bringing out is so problematic that its game breaking if it comes out early, that is a problem with the card not the ramp.