I'm sorry, but I've come to the conclusion that Frozn
cannot be saved with new releases. Their bonus makes them too predictable. You are ALWAYS going to want to play your strongest cards in Revenge, which makes your strategy completely transparent compared to other clans. Having to plan your play around 1 good Revenge card in your hand is challenging enough, but also tends to carry a great reward. However any time you half-deck Frozn
you risk drawing 3!!! Revenge cards and one bonusless card. Even worse, if you play Mono Frozen, you have to regard your strategy in terms of making the most out of 2 Revenge turns. That means a single SoB, SoA, DR or Defeat card -- anything that mitigates without having to win a round -- can throw your strategy off completely.
Here's what IMO CAN save the Frozn
Throw a big, story-based event, where the Frozn
come to a tentative truth with the citizens of Clint City, and build a miniature version of Glatz somewhere in town, or something of that sort. Do some kind of competition. Award prizes. All leading up to...
The changing of the Frozn
cards +1 power or +1 base damage, depending on their individual need. Then reduce Frozn
bonus to Revenge: +1 Power and Damage. This way Frozn
are 1 stat point higher out of Revenge than they were before, but 1 point lower in Revenge than they were before. Some tweaking may have to happen, but the clan would quickly become ELO-playable from there.