To expand on this, uninteractive plays are generally better than interactive plays. At least, using my definition of interactivity which is: an approximate/relative/average measure of the number of plays your opponent can respond with that significantly change the game state in their favor or gain them significant advantage.
“Significantly change the game state in their favor” and “gain them significant advantage” are necessarily vague, since you want more options and the more options you have, the less they all have in common. Deckbuilding, rng(in draws, card effects, and packs), and imperfect information (basically the defining features of ccgs), mean that the types of advantage you’re looking for and the types of advantage you can gain are often different. Both in that you’ll want or have access to different types of advantage from game to game and turn to turn, and in the sense that the type of advantage you want and the kind that’s available may not be the same in a given turn.
Therefore, all other things being equal, it’s worse to make interactive plays when you can make uninteractive plays because interactive plays effectively give your opponent advantage. The more things in the game your opponent can respond with, the more likely it is they have at least one of those things.
Another problem is that, when designing cards, you want to break every rule. Some rules you break less often and each rule should probably apply to most cards, but there aren’t too many rules you never break (the number of rules is vague, but for example I’d say “players can’t draw 3 cards per turn” and “players can’t play cards no in their action bar” both fall under “players can’t add cards from their deck to their action bar except by drawing once per turn and replacing once per turn”. Let’s call the last one a prime rule, since like prime numbers it can’t be broken down further [it probably can, but it’s just an example. Play along]). Card text breaks prime rules if not inherently then very close to, but prime rules are what make the game what it is and preserve interactivity. So your options are to have everything be vanilla minions with no tribes or key words or gimmicks (sounds awful), just make everything stupidly broken so it all cancels out (not really viable since power is relative so it just becomes the third one), or be super careful about keeping everything balanced and interactive and fun.
TL;DR: interesting and good cards break rules. Rules promote interaction. It’s hard to balance the two goals.