He has 10 cards in his hands, but no solution to 4 attack minions.
He could not remove my first 4/7 and from there it snowballed into more and more 4 dmg minions on my side.
Turn 2/3 injured blademaster with circle of healing = dead enemy priest.
Innervated yeti/druid of the claw = dead enemy priest.
Continuous 4 dmg drops with good removal = dead priest.
Rushdown against control priest = dead priest.
Basically we lose the control matchups due to having no solution to 4 dmg minions, and since we are so heavily invested into control, we are pretty vulnerable to rushdown = bad class.
I just realized that the game is incredibly bland.
Whoever has more removal and the better minions wins. There is no strategy involved at all on a greater scale. Goodbye hardostone.