Also, looking through the mini-set-design contest results, it seems to me that this community shies away from power a little. Like, people are so worried about cards being broken, they make sure that the cards are never too exploitable. Whereas looking at a few of the recent Dark Ages cards, you immediately think "Wow, this could be awesome if you did ... ". T3 goons after a chapel/squire opening. A deck of only 2-cost cards that can buy colonies, Hamlet/Poorhouse/Chapel/Courtyard. Cultist chains - an attacking laboratory! I never got that impression from the community's victors. None of them stood out as "Hey, I would totally love to build a really powerful deck around this!"
It might be a side effect of designing cards without playtesting, or trying to get them right "the first time". Whereas the better way is probably to just design the card that looks awesome, and then playtest and find ways to make it not-broken if it is broken, and still keep it awesome, rather than trying to come up with a balanced card right off the bat, because an easy way to make a card balanced is to not push the envelope too much.
Just my thoughts. I'm not at all a card designer, so maybe I'm way off-base, please don't take this as me criticizing all the people who are, I know it's not easy!