Mind control nerf was too much
I wholeheartedly agree that Mind control needed some sort of adjustment as it locked anyone facing priest to play the big guns since turn 6 but this nerf turned an awesome tempo card into a card which helps you to win only if you're winning already.
If you happen not to have board control a creature which just sits there and doesn't let you to play anything else in the late game probably means you lost the game.
If your opponent plays a strong card against you on turn 10 while having his board empty he was probably too desperate to do anything else and you would probably win regardless.
I feel that a card that helps you to win even more is a bad card design and I think Mind control will be at the bottom of drafted cards.
It's more likely that both players are topdecking and the Priest is waiting with Mind Control.
As I said in another topic, although I agree Mind Control should be balanced, I guess changing the cost to 10 isn't the best way to do it.
My suggestion is to make Mind Control's cost variable, according to the minion's cost (my favorite choice) or category. For example: to cost 2 more mana than the cost of the minion (minimum of 6) , or to cost 8 to control basic, common and rare minions, 9 for epic and 10 for legendary .
In the present scenario, who faces a priest must attract the mind control for less important minions, to play the most powerful ones later. Also, the current meta consists in numerous and very efficient aggro decks , and sometimes the priest has trouble to control the game. With the changes I suggested , the way to play as priest and against it would change a lot, because the Mind Control could be used earlier in the game, in theoretically less important but troubling minions, and still allows the opponent to make use of his most powerful and expensive cards by about two turns before the priest uses Mind Control (keeping the idea proposed by Blizzard).
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