It’s practically impossible to play in wild mode. Furion makes you draw the entire deck in 7 turns (living seed + witching hour + selfish). Rogue can perform the otk in 6 turns (spectral pillager). They are not an aggro deck and it still kills you in 6 turns.
I propose that some otk combo cards glows red in your hand and can not be played until the 7th or 8th turn to give the opponent a chance to play. For example: witching hour is not designed to resurrect a minion with an extremely strong body with strong effects for the opponent. If you play witching hour with selfish shellfish in your graveyard it will not resurrect until turn 8 but other beasts the card resurrects + a note appears during game play that selfish shellfish is not resurrected in the early turns. Or with rogue, if you played on the board spirit of the shark you can’t play scabber cutterbutter and it turns red, it can only be played on turn 7 or if you don’t have spirit of the shark on the board.
Blizzard has no problem creating a mechanism to contain the wild. A good example is the stealer of souls, which is banned in the wild.
And I’m not even talking about another cancer here, the resurrect priest that on turn 5 already puts extremely powerful minions on the board. The most noob combo to be done: shadow essence + blood of g’huun. Not an even aggro deck is strong because g’huun has taunt. If its die, you only need to use one of a lot of ressurrects that pirest have. It’s ok to shadow essence summon other big minions but this combo goes insane. I was forced at one time to play as a shaman and use devolve to stop this deck. But it’s sucks using all the time a specific deck to be able to play ranked.
Blizzard cares about nerfing questline hunter or pirate warrior as if they were the meta’s biggest problem. Don’t have any logic.