Easy math time card fans.
If you run a deck with 3 mystic shots what are your chances of having more then one in your opening hand?
How likely is it to have more then one combat trick in hand when you run 10 of them or more?
Therefore unless you have flock the only piece.of removal that combos with your other removal attempts you will always loose 9/10 games when this line of play occurs.
Pass pass, Zed
Pass Pass, Darius
Pass, Pass, thing, sivir, ruin runner
And the reason is that no matter what you play your removal attempts will be answered by the increasing number of cheap, efficient, and powerful burst spells being printed.
So what happens? Decks just start cutting removal entirely unless it's something like grappling hook, or whirling death, or single combat.
Like I think the devs need to understand one simple thing, for every combat trick printed there must be an equal and opposite piece of removal printed.
Otherwise it's just gonna be, play 1 thing, keep that thing alive when played, burst the opponent down to 0 after two swings...yaaah fun.
There are so many cool decks in this game, so many cool mechanics, so much intricacy and champions and deck building options
All to be boiled down to Pass Pass thing, combo out burst...why even design good cards when they will never succeed in that combat trick heavy environment?