Definition: "Dilemma" - "a situation in which a difficult choice has to be made between two or more alternatives, especially equally undesirable ones" (i.e., Explosive Runes)
Definition: "counterplay - "opposing or contrasting play or an instance such asa countering move or maneuver in a game or competition."
Explain how the choice of losing a good minion or taking a fireball to the face is a "counterplay"
Citations for your definitions? Or are you making them up. Also, why does it have to be a "good" minion that you're losing. Also, why do you have to take a "fireball."
You're creating two false scenarios with the way you've tried to reduce and frame your argument.
The choice isn't binary the way that you are pretending that it is. You can also not to summon into it. You can summon in a way that doesn't trigger Runes. You can summon divine shield minions into it, keeping the minion and reducing the damage. You can summon Mistress into it. Soaking up the damage. You can summon a minion with greater than 6 health.
Game state matters. What's your board look like? What's your health total? Does your deck have heal?
Saying "there's no counterplay to Explosive Runes" is as stupid as saying "there's no counterplay to spells in HS."
And there's motherfucking eater of secrets which is a literal counter.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Except it has a shit ton of counterplay.
Eater of secrets is the only counter play. Otherwise it's a false choice between losing a big minion or taking big face damage. Pretty much all other secrets allow you to play around them by sacrificing something small so can play something big. This one punishes you for the sacrifice. Ice Block is the only secret that has less counter, and it's going to go HOF next season for that reason.
As I said, I would be satisfied if they just fixed the divine shield interaction to work as it should. That would be enough counter for me.
It's only a false choice because you've decided that it's one. It's still a choice, i.e. counterplay.
I don't think you understand the meanings of the words choice or counterplay.
I think you like making up your own definitions so that they fit your contrived notions of how the game should work.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Except it has a shit ton of counterplay.
Eater of secrets is the only counter play. Otherwise it's a false choice between losing a big minion or taking big face damage. Pretty much all other secrets allow you to play around them by sacrificing something small so can play something big. This one punishes you for the sacrifice. Ice Block is the only secret that has less counter, and it's going to go HOF next season for that reason.
As I said, I would be satisfied if they just fixed the divine shield interaction to work as it should. That would be enough counter for me.
It's only a false choice because you've decided that it's one. It's still a choice, i.e. counterplay.
Patches will rotate next expansion, no need to nerf anything there.
Bonemare is good, but not OP in my opinion. It does have reasonable counterplay (just don't elave anything up turn 6) and it's actually a very important tool for midrange decks to get taunt in the later stages, which keep full aggro in check.
Corridor Creeper I agree is busted and should be nerfed as soon as possible. It ahs no counterplay, no required synergies and no real downsides. I'd like it if they just changed th effect to Friendly minions only in order to either make it a card for token/swarm decks (like Shaman or Zoolock), or to enemy minions only to make it a card for defensive decks that can use it as tempo after clearing the board. Right now it's just a boring must-have that doesn't require any deckbuilding.
Nerfing Vilepsine would be a terrible idea right before the rotation. Tempo Rogue already loses a bunch of tools (PIrate package is very important) and nerfing this card would inevitably just harm any slower Rogue decks as well, which would just seem unfair to the class
No,us wild players don't want to deal with patches either. They need to balance him and other certain cards before wild starts to become a literal unbalanced cesspool. Its fine now but patches should change
News flash. Wild is already a literal unbalanced cesspool. That's the point and it was always the point.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Corridor Creeper is stupid. It's the new Piloted Shredder. Early game it comes down turn 3 or 4 often for 1 or 2 mana, late-game it's definitely NOT a dead draw, it's still a 7-mana 5/5 at worst (often just a 5 mana 5/5 because you can make a trade).
Pretty sure it WILL be nerfed at some point.
Also, Spiteful Summoner is dumb. I like what they tried to do, but having it be neutral was just a bad decision.
Then there are cards that doesn't exist, and therefore create a problem. For example there's no reliable way to break OTK combos, other than Warlock's Treachery shenanigans. This has caused the entire control archetype to almost disappear completely, because they can't beat an OTK regardless of how powerful their control game is. In my opinion Hearthstone needs targeted discard in the neutral slot to solve this problem.
I agree with the majority of your post except for the quoted part... Unless our definitions of "targeted discard" differ (Mine would be a card like Confiscation from Yugioh) I don't think a card like that would be healthy for the game.... You put this card in your Deck and when you play against Exodia Mage you call Tony and it's game over,you win just cause you played a Tech card I wouldn't find that fair.... Not to mention it could be abusable even against non combo Decks.... Discard the opponent's DK and they're probably done for.... What I'm trying to say is that too many Decks right now have specific card(s) as winconditons and if you get rid of them you basically just win the game on spot.... You win the game cause you played one card not cause you outplayed your opponent,I'm sorry but I fail to see how that would make the game better....
because then he wouldn't die to Quest Mage, duh! :p
Corridor Creeper is the only card I honestly think needs to go. Not because I think it's ridiculously broken or anything.
It's just a 2 of in basically every deck because minions dying is part of the game. Aggro, tempo, control, combo. It reminds me a bit of Azure Drake but much worse. I don't think such a ubiquitously played card is great for the game.
Also, why does it have to be a "good" minion that you're losing.
Also, why do you have to take a "fireball."
You're creating two false scenarios with the way you've tried to reduce and frame your argument.
Corridor Creeper is the only card I honestly think needs to go. Not because I think it's ridiculously broken or anything.
It's just a 2 of in basically every deck because minions dying is part of the game. Aggro, tempo, control, combo. It reminds me a bit of Azure Drake but much worse. I don't think such a ubiquitously played card is great for the game.
Vilespine is completely fine. Not a problem at all.