The core mechanism of used to be chooing the right moment to pass and deck thinning. The game now draws 3 cards and replace 2 per round. You can catch up by playing 6 cards in the first round, pass in the second and have a full hand in the third one. Maybe the dev was thinking this would make the game more uniform or whatever. I think it's always some kind of top-down thinking that keeps ruining the game. Weather used to set power of all non-gold cards to one, than "you can't play around it" or "restrict design space" and it becomes row indenpendent and even more useless now in current version. Gold cards can't be targeted, "less interactivity" or "uniform" and become silver cards. Rows "restrict something" so agile. Fraction ability must "restrict design space" and confuse new players so removed. Leader cards -> one cards in one turn -> two cards in one turn -> no more leader cards because we need ability + skin -> playing a card doesn't end a turn anymore because your leader ability can deal one damage to an enemy unit, big deal interactivity. The game changes fast in beta then it changes faster after beta, the designers used to dumbed down every single cards just to make fractions uniform. The game after dumbing down and lacks of disctinction after changing rows and weathers and golds also add stuff like "create" and "hero power" and now alzur's "summon a unit with same provision cost" to distinguish itself from hearthstone. The rows are meaningless now and no more swarm because of row limit, but really it's just director trying to get a good "mobile experience", another top-down thinking. Cards now have less row dependent ability than they were in beta, it's just "have this effect or not". I bet they changed to provision system to sell more gold cards. It would be still good if all these top-down "ideas" and constant urge to change result in a good game, but it's just worse. The game has variety now because of expansions, but I wouldn't say it's more fun.