Another interesting idea was a format which someone suggested[1] in which any non-land card can be played as if it were a land producing colorless mana and any land has cycling 1 (for 1 mana you can discard it and draw a new card). I found this a fascinating idea, but I feel like this would completely wreck the balance of the game, especially when played with decks specifically built to abuse these new rules.
[1]: http://www.mtgsalvation.com/forums/magic-fundamentals/magic-...
Top-decking is still very real in both games, sometimes you just need that 1 card to win or you'll lose next turn.
In their search for 'dramatic' cards, they've started introducing "triggers on draw" effects, "get a random creature from your deck" effects (maybe it'll cost 2 mana, maybe 10!), and my favorite - "play this card, then shuffle it back, then play it again, then all your creatures become different ones".
The card designers have consistently chosen exciting events over stable gameplay, to the point where it's far more random than MTG.
The cards he's talking about trigger when they're drawn, not when another card is drawn while they're in play.
For example, Flame Leviathan[1] which deals 2 damage to all minions when drawn. Or Iron Juggernaut [2], which shuffles a 'mine' into the opponents deck, dealing 10 damage when drawn (personally I think this one's ok, as at least you can plan to mitigate it most of the time)
[1] http://www.hearthpwn.com/cards/12290-flame-leviathan
[2] http://www.hearthpwn.com/cards/12295-iron-juggernautFlame Leviathan annoys me a lot, though - it's a complete board rebalance that neither player can anticipate. It's not even a good card (I wouldn't expect to see it high on the ladder) but it's aggravating to have such high variance on a zero-mana outcome.
Also, if you're still seeing top decking in Hearthstone, you haven't progressed enough in the ranks to see the long-term players. There is rarely any top decking going on past even rank 15.
I don't think the core, high-ladder gameplay is broken, but I think a lot of their design efforts are badly counterproductive. MTG's long-term survival can largely be credited to fighting power creep and strong-but-random effects, and I think Hearthstone's design looks more like a shorter-term cash in on those effects.
There are still RNGesus decks in the lower rungs of the ladder - I play one. But above 15 or so and most decks are using predictable cards with few random effects.
Arena was definitely my preferred playstyle - it had a lot of variance, and I never felt punished for not having all the right legendaries. On the main ladder I felt like I was hitting a ceiling where I played lots of netdecks I couldn't "afford", and just lost interest. Maybe it's worth another look!