I think the upped one is too strong; being able to freeze your opponent's permanents repeatedly is really powerful.
Also, because of the timing factor in the delay, you'd get something like this:
play turn 1 = get quanta
turn 2 = freeze stuff
turn 3 = unfreeze (no quanta because it's frozen)
turn 4 = freeze stuff
turn 5 = unfreeze (no quanta because it's frozen)
etc etc
and so you wouldn't actually get any quanta from this card except the turn it comes into play, with this wording. I think it needs a bit of a rework, anyway; maybe alternately it removes poison from a random creature/player on your side. (but doesn't grant +hp regen like purify)