Because when it comes to minions, the word "mana" is basically ignored. The only mana you spend is the spells you cast to summon 2/5's that auto-kill shit when they die, or huge 8/8 value minions over and over again for as little as 2 mana. It's disgusting and mana cheating of THAT magnitude shouldn't be allowed to be a thing.
All previously mentioned. If the game's strategy is "kill priest before it has minions" then it is bad.
I must admit I used to play control decks in wild and outlasting big priests was one of the greatest things ever. However, it is a deeply random, non-interactive, stupidly annoying, boring to play against deck.
Works alright vs minion based slower decks but yeah loses to most quick decks/tier 1. Still annoying as hell to play against though, really fucks up the meta and makes it so midrange isn't viable in wild. If you don't kill big by turn 5 or 6 then you're fucked unless you are combo or a control deck
I haven't played it the last 2 weeks or so, but before that, the deck was still very powerful.
-The deck is very easy to play, probably the easiest in the Wild meta. All you have to do is to get to play Shadow Essence and have a big taunt die. There are a few considerations with how to pace your removal and AOE, but the games are usually decided by the matchup and draws alone.
-The maximum minion value of the deck is absolutely insane. I have played BP mirrors where we probably created 1000 mana worth of minions each, but only running 5-7 actual minions in the deck. Should that be possible?
-Being punished for clearing a big, manacheated taunt is not fun.
-The mentioned problem that they absolutely destroy any midrange strategy. Some control decks have a chance, but they need transform effects or other ways to mess up the res pool, or they are toast. I played a game vs. a handbuff taunt warrior who thought he could outvalue BP with big buffed minions, but it was just comical.
-It is very polarizing. It loses hard to combo decks and Mill rogue, absolutely destroys midrange decks, and the aggro matchups are coin-flippy and non interactive.