..to a priest's ability to randomly take control of your creature?
..to a priest's ability to never die to any low level card (but it's ok since they can die to high damage minions.. oh wait, mind control)?
..to a priest's card draw potential?
.. to a mage's ability to deal 4 damage to every minion on the board?
.. to a mage's ability to trade cost-ineffectively and still win games?
.. and the list goes on....
I guess we have good single/2 card removal.... And creatures that do damage.... And some traps that are not predictable or counterable at all. Did I forget anything? Oh, yeah, we have 1 "cheesy" strategy that includes "release the hounds" and involves not playing any minions till turn 8.