The idea of modifying the DK mechanism

It is recommended to modify the DK mechanism, because of the rune limit, DK cards are optional compared to other classes, and there are too few types that can be built, which almost locks the player’s enthusiasm for innovation,All other classes can use all cards, while DK can only use cards with specific runes,
Unless each expansion packs 3x the number of DK cards,

My suggestion is that DK can use all colors of rune cards at will, the rune slot when DK is built, not according to the number of runes on the card, but according to the total number of runes, if only monochrome rune cards are used, then it will be compensated, for example, I use all red cards, then DK starts with a maximum of five HP, if I add a blue card to the build, then because the number of red runes is greater than the number of blue runes, DK builds become 2 red and 1 blue, and the opening will only add 2 HP cap, If I use all the runes, then the DK start is not compensated, but the advantage is that all colors can be used, and the original three-red card, the number of red runes is only used to provide the total number of runes.

There are way simpler ways to adjust this. Likely at rotation when they change up the DK’s core set.

Best idea I have heard is to make the total number of runes 5, so you can only play one set of triple rune cards, but you can go rainbow while still accessing one triple rune, or go 3/2 on two different colours.

So many of the 2 rune cards are designed to be mutually exclusive.

Battlefield Necromancer and Horn of Winter in the same deck? Frost Strike and Hematurge? While also having Vampiric Blood or Marrowgar or Frost Wyrm’s Fury?

You could MAYBE go to 4, but no, I think their strategy of mainly printing good 1 rune cards, while leaving the 3 rune power houses in the game to incentivize those is a good strategy.

I also think having 5 runes is lore ideal. Flexible enough to open up the class but prevents doubling up on triple rune cards.