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I'm Laugic on discord as well
The snowball generation is one of the core mechanics of the character, I don't think I want to change that (if I did I would need to redesign a ton of the cards). One of the ways the character is balanced in regards to this is he has way more 2 and 3+ cost cards than vanilla characters. If you have more suggestions for cards to increase the costs of I'm happy to hear them.
In terms of Hats, there are only a few ways to add hats to other cards (one of which I am removing in an upcoming update) so I don't see how the Hat cost reduction in itself is too strong -almost all of the instances of cards being able to give themselves hats e.g. through upgrades are on 1 cost cards, so they would be the same with your suggestion. If you think a specific hat creation card is too strong like The Snowman or something then I'm happy to look into that instead.
this is a screenshot of the a20 run details if that matters
Having 2 normal energy and 1 snowball per turn feels 90% as good as having Ice Cream, I don't think the character should start with snowball generation. Having this amount of control over energy and also being able to put 3 or 4 Conveyors in the deck because it's common makes it too easy to draw and play all the cards I want
Hats reducing cost to 0 makes playing high cost cards too easy, maybe have it reduce cost by 1 instead?
Another Anvil being a scaling Apotheosis that doesn't exhaust and also does big AOE damage solves long fights too well, especially since the character has effects like Ventilation and Breakthrough that allow you to find it over and over again
Feels like a majority of the cards are slightly too strong for their cost/rarity, but only having played the character twice I can't say too much. But the things I mentioned above def stood out to me as OP