First of all, just to get some good boy points, i just recently turned to this site as my main hearthstone website. Well done with the news coverage, you won me over pretty quickly. Since i moved here i thought i'd take the occasion to add some content myself, even tho i never really did long posts on hearthpwn maybe i can do one here just because.
SO, at the start of the expansion, when dks rotated out, i thought the game would move from the old "infinite value" model to a more oldschool kind of hs where you had to manage your resources more carefully. But it really didnt, actually it got worse, because dks just slooowly gave you value with their hero powers, and everyone had them, now value generation is all over the place.
Following here the things i dont like-->
I don't like conjurer's calling. The card is pretty cool on paper, it's supposed to balance the value it can create with the randomness of the effect, except you can use it pretty consistently cheap mountain giants, with the only results being either 2 mountain giants or 2 grave shamblers, which are basically mountain giants with taunt. I don't have a problem with mountain giant per se, the card is a pretty cool way hand focused control decks can contest the board, but at the moment we don't have bgh anymore as a valuable option to remove it, and if it sticks and a conjurer calling lands, it's pretty much game over (with conjurer calling being twinspell). I really don't like this kind of value because it comes too early in the game and is way too consistent for the value it gives.
I don't like that they put another strong mech removal on warrior. I would have been fine with a generic removal, but with dr boom warrior has too much removal. I don't have a problem with dr boom per se, but the card suffers from deathstalker rexxar syndrome, where he was a perfectly fine card on release, and got completely out of control with the introduction of the new cards. Omega assembly also worsens the problem, as it has the same problem with the cards it generates being too consistently good, which in turn makes the interaction with the dr boom aura stronger.
I don't like bomb hunter, not the concept per se, but i really dont like how the deck interacts with magnetic. When i saw magnetic, and i think a lot of people thought the same, i went "well this mechanic is either gonna be completely useless, or it's gonna be completely overpowered". Matter of fact, magnetic is completely useless in the decks that can't abuse it, and completely broken in the decks that do abuse it. If you manage to make minions stick, it's virtually charge, except the minions that have it don't have bad stats to compensate. "but you can't silence charge" duh, but you can't really silence magnetic either, when every card has magnetic you are not gonna silence every one of them, and even if you do the card most likely already used its value and it's still gona leave behind a body that you can magnetize on.
I don't really like arch thief rafaam either. The effect is very cool, but it was cool as a late game option on elise decks, because you had to decide which removal tools you wanted to use and which you were gonna turn into legendaries. Made for some very cool value battles (incidentally one of my favourite decks was grinder priest with elise and justicar, where the game felt as you were ramping up in power and pretty often games were really close (also a callout to elise ctrl warrior)). Like it is now, it's just another rexxar where you are gonna build the aggroest deck you can make and just drop rafaam to turn into a late game deck if the aggro plan fails. Meh.
SO yeah, i don't like anything sorry, i thought i was going somewhere with this but whatever xD. I just wanted to say what i didn't like and see if anyone else has concerns over this.
Also i didn't give solutions to the stuff, im not some kind of wanna be game designer that is gonna say yeah blizzard is so stupid lmao if i made the cards it would be 10 times better lul. I think if you just write some solutions in a post like this you are gonna get attacked over them. Im just raising the issue, if you guys can think of a "solution" you can share it but i mean, whatever bro do what you want. Some of the stuff they put in the game is flawed at a basic level, i can't just say "remove it from the game" or " yeah let's just make conjurer's calling 10 mana" because the problems are more in the way cards interact with each other than the cards themselves. Hopefully next expansion waters this stuff down enough that it's not as impactful as it is now, blizz pls don't fuck up reno.
--- edit
-- Since i'm getting a lot of replies about rafaam not being that strong, im gonna clarify. When i said that i didn't like rafaam and compared it to rexxar, what i meant was that the cards share a similiar theme where you get to turn an aggro plan into a slower but inconsistent value game. The fact that rexxar got blown completely into overpowerdness by the ww beast package full of rush beasts, lifesteal and poisonus is another discussion. I specifically said that the effect, is actually a pretty fun one to toy with in control decks, citing old elise-the golden monkey decks as an example, but is not the kind of effect in my opinion that should be so easily available as to just put in a single card in your deck for more aggressive strategies. --
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