Changing the ladder won't do anything as long as there are only a handful of competitive decks. The game has a fundamental design problem. They probably need to add at least 3 keywords to find one that works, and they need to abandon failed mechanics like discard and race synergy (Beast Druid).
This guy gets It. One of the many problems of HS is the small card pool, and the small amount of good cards between the card pool. Give each class at least 2 good archetypes and you would see ssee some variety.
Yes, but another problem is the very high powerlevel of the best decks of each playstyle.
-If you can't match a smooth curve into Call to Arms, you can't play aggro or tempo (yes, secret mage is smashed by agressive paladins, but can beat other decks.)
-If you can't match the multiple 8-10 drops summoned by warlocks and priest by turn 8, you can't play midrange.
-If you can't match the infinite value of Jade Idol, you can't play control unless you play a cheat-out-something-huge deck or tech Skulking Geist, lowering your winrate vs. everything else.
Is there a solution? The big nerf to most tempo decks simply opened the door to the chat-out decks, and made paladin is even stronger than before. To be viable, a deck meeds to do something BEST, be the king of a playstyle or farming a popular deck.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide