This stuff probably isn't coming back. I'll admit I preferred some aspects of 4 golds/6 silvers. I do think there is potential with the provision system to be better. Whether it's been realized yet, or ever will be, is it's own discussion.
I do think the silver/gold distinction didn't need to go. It's less about the card abilities and more about sorting through the deck builder though. Silvers/golds provided more granularity here.
Here I disagree. The 2 copies is actually a change I've always looked at in a positive light. The main reason is the 3 copy system always felt like it pushed the game toward the same cards being played repeatedly. 2 copies provides more variety in this regard. In theory it would also lead to more variety overall. Whether it has is also it's own discussion. If more cards were competitive across the card pull I think it would do so.
Create is... meh. Artifacts are also... meh
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I wouldn't necessarily agree on weather. The 7p change at least makes it a viable option. The main issue with it is the tempo. The current game play feels dominated by tempo and point swings. "Slow" only really works with engines, setup or cards you don't necessarily want to play but don't want to see R3. DD is still a real threat as well. RNR is still a strong long round card.
I'm assuming you mean the change from leaders balanced around mulligans back to the old, static system. Again, I'd disagree. The leader mulligan system was probably too hard to balance. Worst of all it made some leaders feel unplayable. Add in the fact a starting poor hand had a domino effect on the rest of the game and, yeah, good riddance. The current system isn't perfect but it still feels better, IMO. My only real complaints are the lack of blacklisting and the way tossed cards seem to come back with a high occurrence rate.
Hand limit has it's pros and cons. The reduction in the way tempo can push someone out of a round early to allow slower early round play is an improvement. The impacts on the CA metagame are less so, IMO. Granted, this is a double edged sword. When CA has limited impact for a higher percentage of a round it can lead to it having greater impact when it does matter. In other words, there are less points where you can earn it but it's more punishing to the opponent when you do earn it.
I'd also disagree on a lot of comments directed at R1-R2 having low relevance. At higher levels of play R2 pushes are a very real thing. It hinges heavily on match-ups but one player playing into R2, even when down a card, is not exactly rare. My only issue here is it feels like CDPR is trying to force this too heavily (certain leader design comes to mind).
R1 is in no way irrelevant either. Draws are important here but adjusting your play around them is equally important. Knowing when you have a shot at R1 vs not knowing is critical. Trying to bait an opponent into over committing to R1 when you have a poor hand, or trying to bait a R2 bleed, is a very real strategy. It's yet another area where there is a game within the game. Knowing the match-ups, reading the opponent hand properly, etc.
Not sure what you mean here. Mind clarifying?
Again, I'd disagree here. Deck identity still exists. It's only different in HC in that pursuing one easy to recognize concept is less common. A bigger card pool would probably fix much of that. Even so, plenty of decks are centered around very specific goals. It just so happens most are playing toward 2-3 of them. I don't view this as a bad thing.