Guaranteed counters are horrible? There is literally Mage in the game. They have cards that Guarantees countering A Spell or A Minion. Silences guarantee that you turn off effects such as deathrattles or other ignition effects.
There are TONS of cards that guarantee a counter to something. However, Snake does not have these guaranteed counters in Standard.
It is 100% logical to allow counterplay to snake besides “just win the game first”. That isnt counterplay. Only a Mage and Blood DK have direct counterplay in their card sets.
They don’t have to play slow at all. They are a control deck that can switch to aggro easily by getting great excavate cards and utilizing sludge to either go directly to your face, or clear your board. And by the time they hit 6 mana they’ve dropped your max HP by 7 increased their max by seven and then bounced their snake back into hand.
Interacting with an opponent isnt threatening lethal. Interactions are “Destroy effects, silence effects, random damage/targeted damage effects, Counter Minion/Spell, hand/deck disruption” attacking/dropping taunt minions is not interaction. Interactions are effects outside of combat between minions.
Dirty Rat and Theotar are interaction BUT THEY ARE RNG. You aren’t going to be running 2 Dirty Rat 1 Theotar. Lets assume you do run those 3. Congratulations, they run more than 8 excavate targets in their deck and can literally excavate a second snake in the event they lose their first one.
The only time you will attempt to Dirty Rat a Snake it would be when you have a 5/5+ already on board that can attack or a you have a spell to immediately destroy it. You are not going to Dirty Rat and leave it on the field to be bounced.
This means that by that time they already had the mana to bounce it at minimum 1 time. Meaning you are down 7 Max HP of irretrievable HP that you cant get back even through lifesteal.
It isnt an exceptional scenario because Warlock has plenty of draw power and Control cards. As well as the ability to heal the damage through sludges while simultaneously being aggro if you are also playing a control deck (by using sludges).
Be them
Have 7 mana. Drop Smoke Stack, Drop Snake, Drop Panda. 7 max HP decifit with an effective 7 hp heal.
Be you at 7 mana
Use Theotar 1 time because its 6 mana. Miss the Snake.
Lose the game because now they can drop snake again and then copy snake and bounce snake.
Be you at 7 Mana again. Try Double Dirty Rat “rng save me” Miss, hits Celestial Projectionist, Miss, hits Disposal Assistant. Lose for the same reason as above.
Mind you I had a 9/6 Lifesteal Windfury/Rush on board, removed Both their snakes and they STILL had another snake for bouncing because i was playing Paladin they Dont have a card that can prevent them from playing Snake.
They had a coin on 9 mana. So even with 19 damage on board after crashing in and putting them to 12 (They had already twice) they were capable of just Snaking 2 more times for game. despite the 9/6 lifesteal 6/6 lifesteal and 4/4 on my board. On 9 Mana.
That it is a card that **even when you have cards to play around it. You cannot put enough cards (2 dirty rat + theotar) to prevent them all because they have the ability to excavate naturally with 8 cards and can then bounce those excavate cards to excavate if their Snake was countered.
This doesn’t change the fact that taking Max HP instead of just stealing HP is the crux of the issue.