I agree a bit. Disagree a bit. I think card draw is fine. But, should be a tempo loss. Things like Refreshing Spring water that 'can' be tempo gains and draw together are bad. There are a fair number of cards that can be both draw and tempo together. I'd love to see those removed and let draw just be draw. Some cards get synergy to allow them to be both tempo and draw. I'd like to see this toned down. Some synergy is fine, but when the focus of the deck revolves around a draw plus tempo synergy that gets problematic. I guess it is ok for a combo deck that needs 10 mana and 5 cards in hand to go off. But, I'd love to see it more limited.
I also think mana cheat is fine. As long as it it balanced. And I think it really gets worse when draw is easy. Mana cheat should have a cost. One cost is often cards in hand, but if draw is abundant and cheap that cost is pretty small. So, I think mana cheat is better in classes with little draw. They cheat something out, if you manage to deal with it, you are then ahead in tempo or cards. But, if they cheat something out and you deal with it and remain behind, that isn't too fun. I think that's the problem with those giants and raise dead. You can maybe deal with that one giant being cheated out. Maybe even 2. But, when it becomes 4 you just run out of answers. Feels wrong. They are the one mana cheating, so they should be the one running out of threats. Not you. So, basically I don't mind an 8/8 on turn 4. That's scary, but often can be dealt with. What I mind is an 8/8 on 4, another on 5, 2 more on 6.... It's just too much. You need a downside to that early 8/8 to give the opponent a chance to respond and recover.
Agree. Personally I hated curvestone . Draw is good because it gives options and thinking. Actually love the current meta for that. A lot of make or break decisions with many decks. Your outline of the current problems related to draw and mana cheat are also on point