Can't do that without solving the mana-cheating problem, as well. (Especially in those classes that also have insane card draw.)
There's an easy way to fix it: stop printing them.
Also, I don't think that being able to deal 40-50 (mostly) unblockable damage in 5-6 turns is a good way to fix anything in Hearthstone... This only kills any archetype variety, since every deck has to rely on tempo, otherwise it's dead. And the funny part is, that some classes can't even play tempo, because Team 5 refuses to provide them with any tempo cards (like Priest, Mage or Warlock).
They gave Zoolock (the only tempo deck Warlock ever had) no support and they are trying to push new archetypes again, Handlock and Questline Warlock (both seem very slow), instead of reinforcing the old ones (Demon Warlock, Soul Fragment Warlock, Neeru Warlock). Demon Hunter is the new Warlock (cool dude with demons) and Warlock has no place in the game right now.
There are many viable control decks in every meta I can think of.
Not it this meta. Control Priest used to be good (before the nerf) in higher ranks (top legend), now he's average there and rubbish everywhere else.
The issue with naive fools like you is they make very greedy deck expecting to face other control decks, and expect to play control games like fatigue games, which has never been the correct way to play control in Hearthstone, unless you have a "god" win condition like DK uther or Mecha'thun.
It's Team 5's fault, not mine. I just want to play expensive, late game cards with satisfying, huge effects. To do this, I must ensure my deck's survival up to certain point in the game by whatever means necessary. If I could use minions and board presence to achieve that, I would. Unfortunately, there are not many good, defensive minions in the game right now, so control decks have to rely mostly on spells (removals and heals) but they are not even enough. Warlock is a good example, he has solid win conditions (Jaraxxus, Tickatus, Envoy), but he lacks tools to survive long enough to use them, because aggro's damage output is too high for him.
That's no coincidence though, Team 5 does it on purpose, because they don't want control decks to be good against aggro, as they've openly admitted in AMA.
If you really like to play big cards like me, I would suggest you to play Wild, there are many crazy cards out there that can keep you alive long enough to play some other big crazy card.
No can do, I'm F2P and I can't afford to keep wild collection.
This is the new direction for HS, which Team 5 has confirmed several times already, so don't expect any changes anytime soon. Games are supposed to be short, intense and not requiring too much thinking or concentration. You sit down on the toilet or bus chair, run the game, get a dopamine shot after SMOrc'ing some random dude and you are ready to buy more packs. It may not be very good for the game in a long term (because some players will just leave the game for good), but it's an excellent short-term business model, and Activision loves easy money.
Expensive control cards are only printed for naive fools (like me) who believe they can play longer games, but in the end they only serve as free wins for aggro decks. If no one manages to build at least one T2 control deck in this expansion, I'm done with HS. Pure aggro / tempo HS is just not my cup of tea.
There's an easy way to fix it: stop printing them.
Also, I don't think that being able to deal 40-50 (mostly) unblockable damage in 5-6 turns is a good way to fix anything in Hearthstone... This only kills any archetype variety, since every deck has to rely on tempo, otherwise it's dead. And the funny part is, that some classes can't even play tempo, because Team 5 refuses to provide them with any tempo cards (like Priest, Mage or Warlock).
They gave Zoolock (the only tempo deck Warlock ever had) no support and they are trying to push new archetypes again, Handlock and Questline Warlock (both seem very slow), instead of reinforcing the old ones (Demon Warlock, Soul Fragment Warlock, Neeru Warlock). Demon Hunter is the new Warlock (cool dude with demons) and Warlock has no place in the game right now.
Not it this meta. Control Priest used to be good (before the nerf) in higher ranks (top legend), now he's average there and rubbish everywhere else.
It's Team 5's fault, not mine. I just want to play expensive, late game cards with satisfying, huge effects. To do this, I must ensure my deck's survival up to certain point in the game by whatever means necessary. If I could use minions and board presence to achieve that, I would. Unfortunately, there are not many good, defensive minions in the game right now, so control decks have to rely mostly on spells (removals and heals) but they are not even enough. Warlock is a good example, he has solid win conditions (Jaraxxus, Tickatus, Envoy), but he lacks tools to survive long enough to use them, because aggro's damage output is too high for him.
That's no coincidence though, Team 5 does it on purpose, because they don't want control decks to be good against aggro, as they've openly admitted in AMA.
No can do, I'm F2P and I can't afford to keep wild collection.
This is the new direction for HS, which Team 5 has confirmed several times already, so don't expect any changes anytime soon. Games are supposed to be short, intense and not requiring too much thinking or concentration. You sit down on the toilet or bus chair, run the game, get a dopamine shot after SMOrc'ing some random dude and you are ready to buy more packs. It may not be very good for the game in a long term (because some players will just leave the game for good), but it's an excellent short-term business model, and Activision loves easy money.
Expensive control cards are only printed for naive fools (like me) who believe they can play longer games, but in the end they only serve as free wins for aggro decks. If no one manages to build at least one T2 control deck in this expansion, I'm done with HS. Pure aggro / tempo HS is just not my cup of tea.