tomorrow night my group is going up against another dragon, so id like to ask your help again in running it. This time it is a young blizzard dragon. The blizzard will have dread warriors to help it battle i was want to know who to run the dragon.
I'm not sure how good my advice will be, but here is a recap of my experiences with the paragon adult blizzard dragon.
First off, keep track of the aura size. What I did was put a d6 by or on the mini showing the current size. It will start at aura 1, but on any turn where it starts at aura 1, have the dragon use that minor to immediately expand it to aura 3. The next turn, it will automatically become an aura 5, then the following turn, it will be used as a big attack. Since that attack happens at the beginning of its turn and reduces the aura back to aura 1, I counted that as being "the start of any turn when freezing winds is aura 1," which allowed for a recharge. I'm now not certain if that was the intent, but it really made for a dangerous encounter.
Next, keep in mind that it is a controller. Even as an elite, it doesn't have a huge pool of hit points. I recommend using it with at least one soldier monster to try and keep attention a little less on the dragon. Also, have some allies (a skirmisher or lurker, perhaps) that can take advantage of the combat advantage that is likely to be caused by all the sliding that the blizzard dragon brings to the table. Slide enemies into positions so that the dragon's allies can easily move to flank, that sort of thing. At almost no point should you let a player end his turn adjacent to the dragon -- use that slide one to help deny the PCs their flanking opportunities. You can also keep an ally of the dragon close to avoid cunning stalker-based combat advantage.
Lastly, with regards to the dragon's two basic attacks (claw and bite), one of the common tactics I tried to employ was to use the claw to slide a melee striker out of range then bite to freeze him in place. As tactics of the moment dictate, feel free to use the claw twice to really slide a couple of the characters to where the dragon's allies can have their fun.
That last bit really sums up the running of this kind of dragon. It's all about sliding the PCs where the dragon and its allies can more easily flank and where the PCs will have a harder time flanking. I'd also echo the comment by Arctic Wolf to take advantage of terrain and throw in some places where the dragon's icewalk will actually matter. This is the dragon to use for positioning PCs where you want them.
As a note, I used "flanking" a lot up there, but you can just as easily substitute the idea with other positioning concerns, such as into zones created by allies or terrain that hinders or causes damage or even out of their own advantage-gaining zones.