Interactivity in HS is a bit subjective - there isn't any interaction at all, in the typical sense of "interrupting the opponent's action," as is common in IRL games. HS is designed from the ground up for each player to input a complete set of commands during their turn, without any opportunity for the opponent to interrupt that set of commands.
HS has a kind of pseudo-interaction - one player does something on their turn, and the other player potentially reacts to it. But often enough, they don't - lots of decks in HS can be weakly interactive in this sense. Aggro decks might ignore the opponent's board if there are no Taunts; Control decks often simply whiff, and don't have any early game plays, or simply pass in the early- to mid-game and clear everything with AoE, or they heal, or they freeze, etc.; Combo decks often spend a turn or two drawing their combo, rather than responding to the opponent's developing board; Mid-range usually wins with burst damage, and will "go face" in order to set up a next-turn lethal through burst damage from hand, etc . . .
In the olden days, folks used to complain that the most interactive deck in the game, Zoo, was weakly interactive for the opposite reason - all it did was interact with the opponent's board, often clearing it, and going face with whatever it had remaining, thereby depriving the opponent of any opportunity for them to interact with their own board . . .
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Interactivity in HS is a bit subjective - there isn't any interaction at all, in the typical sense of "interrupting the opponent's action," as is common in IRL games. HS is designed from the ground up for each player to input a complete set of commands during their turn, without any opportunity for the opponent to interrupt that set of commands.
HS has a kind of pseudo-interaction - one player does something on their turn, and the other player potentially reacts to it. But often enough, they don't - lots of decks in HS can be weakly interactive in this sense. Aggro decks might ignore the opponent's board if there are no Taunts; Control decks often simply whiff, and don't have any early game plays, or simply pass in the early- to mid-game and clear everything with AoE, or they heal, or they freeze, etc.; Combo decks often spend a turn or two drawing their combo, rather than responding to the opponent's developing board; Mid-range usually wins with burst damage, and will "go face" in order to set up a next-turn lethal through burst damage from hand, etc . . .
In the olden days, folks used to complain that the most interactive deck in the game, Zoo, was weakly interactive for the opposite reason - all it did was interact with the opponent's board, often clearing it, and going face with whatever it had remaining, thereby depriving the opponent of any opportunity for them to interact with their own board . . .