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....
I didn't elaborate fully because my post was getting long already :) I do mean a card that would let you pick a card from your opponent's hand, perhaps while keeping them face down, and discard it.
However the point is not to make that be an autowin. I want all strategies to have counters, and those counters have counters. If your deck is all about an OTK (I have some thoughts on that too), then it would not be unreasonable to have anti-discard tech that lets you recover discarded cards.
However in an optimal world, I think even decks like Quest Mage should have a backup plan, like how Cube Warlock can also win with N'Zoth, Rin or the DK. Decks centered around one thing and one thing only tend to create binary gameplay where the outcome is known from the matchup, and where every game feels the same because you can't adapt your deck depending on opponent.
Point being that Hearthstone hasn't been designed with discard in mind, so any inclusion of such mechanics would require many more complementing changes. Also that is just one suggestion among other possible solutions for control to handle OTK. For example a big expensive neutral legendary that gives you an Ice Block-like effect, or a way to punish the opponent for drawing a lot.
There are so many variations of "problematic" and cards that fit into those slots, it's hard to even begin.
Corridor Creeper, Bonemare and Scalebane are neutrals that generally outclass all other tempo cards at their mana costs. They are problematic for limiting deckbuilding and making ladder very homogeneous. Powerful cards like that are OK as class cards, but not as neutrals. Neutrals are what you should go to when you lack a suitable class card, they shouldn't be your first choice (other than for tech).
Patches is a step worse as it also limits design space for Pirates heavily. It's almost impossible to think of a world where a Pirate deck won't be running Patches, regardless of how strong other cards get.
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.
High-roll cards like Barnes create frustrating gameplay by making players feel like they lost due to purely bad luck, and that they couldn't have done anything about it even with a perfect draw of their own. This is of course dependent on which minions Barnes can pull, and what can be done afterwards (like resurrecting them with full stats). The same is the case with Keleseth. In general I don't think low-cost legendaries should be this impactful, unless good answers to their effects are easily accessible. For example, most control decks can handle even a super strong N'Zoth, given that they have time to prepare and find AoE, but what deck can properly answer a turn 3 Barnes into Y'Shaarj into Y'Shaarj, followed by a resurrect in Big Priest?
Cards that randomly or semi-randomly generate cards are problematic in Arena, where they increase the luck factor by giving players more common access to super powerful cards that normally appear infrequently in the draft, while also diminishing the value of good hand-tracking and intuition.
Let's stop there.
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There are so many variations of "problematic" and cards that fit into those slots, it's hard to even begin.
Corridor Creeper, Bonemare and Scalebane are neutrals that generally outclass all other tempo cards at their mana costs. They are problematic for limiting deckbuilding and making ladder very homogeneous. Powerful cards like that are OK as class cards, but not as neutrals. Neutrals are what you should go to when you lack a suitable class card, they shouldn't be your first choice (other than for tech).
Patches is a step worse as it also limits design space for Pirates heavily. It's almost impossible to think of a world where a Pirate deck won't be running Patches, regardless of how strong other cards get.
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.
High-roll cards like Barnes create frustrating gameplay by making players feel like they lost due to purely bad luck, and that they couldn't have done anything about it even with a perfect draw of their own. This is of course dependent on which minions Barnes can pull, and what can be done afterwards (like resurrecting them with full stats). The same is the case with Keleseth. In general I don't think low-cost legendaries should be this impactful, unless good answers to their effects are easily accessible. For example, most control decks can handle even a super strong N'Zoth, given that they have time to prepare and find AoE, but what deck can properly answer a turn 3 Barnes into Y'Shaarj into Y'Shaarj, followed by a resurrect in Big Priest?
Cards that randomly or semi-randomly generate cards are problematic in Arena, where they increase the luck factor by giving players more common access to super powerful cards that normally appear infrequently in the draft, while also diminishing the value of good hand-tracking and intuition.
Let's stop there.