Yeah keep telling yourself that. There’s not a single broken card (zul’jin * cough*) sure, but in terms of synergy, refills and straight damage output from turn 1 to 10, there is nothing to match hunters right now other than rogues - and that HAS to mean something.
My point is, if a control deck with half its cards devoted to tech cards and survival can barely survive turn 5-6 against a hunter, let alone win against it, it only means the package is WAY stronger than it is supposed to be. How come an aggro deck can only be consistently stopped by another aggro deck? Hunters have it all right now: board refills, spell refills, deck refills, mech refills, you name it. Yet, the excuse is always funneled to a single card that a class has to rely on for whatever deck they play. Teching cards is useless against hunter. You say silence? It does nothing to mechs or beasts unless they are already buffed up. If they are silenced anyway, they will just buff them up or magnetize them and go straight to face - another broken mechanic for sure.
Silence is useless for the most part against hunter decks and you damn well know it. Chief inspector? The most useless card - especially if its secrets are just going to be played again 2-3 times in the same game. If anything, the old secret eater should be back instead of that useless card.
So, according to you, if you want to have a chance against a hunter deck, mech hunter or whatever decks they play, I must have: 2 owls, 2 spellbreakers, 2 chief inspectors, 10 other removals and a buttload of card draw in the hopes I can just draw them on a perfect fashion, while being pummeled to 15 health by turn 4. Pretty brilliant strategy, my friend.