Blizzard seems to be releasing less cards where positioning matters.
It wasn't long ago that Hearthstone players always had to keep Cone of Cold in mind. It's something that is reflected in many people's decision making to this day.
"Make sure to put the Stealth minion in the middle."
"Put the weakest minion in the middle so you don't get hit by Betrayal."
These are cards that rarely see any kind of play whatsoever and yet to this day everyone still harps about positioning. Flametongue Totem, Dire Wolf Alpha, Defender of Argus, and cards like that are the few exceptions, but it's mostly about optimizing for your own benefit rather than minimizing the chance you get burned by an opponent's spell.
Reddit user Huldir put together this list showing cards where positioning matters and how they've been on the decrease over time.
You can probably guess they were a little upset at the fact that Hearthstone has gotten simpler when it comes to this part of the game and was wondering why Blizzard has been trending away from this.
Game Designer Dean Ayala found some time to respond.
One of the reasons we don't do 'right' or 'left' on collectible cards is because it's actually super confusing how to play around them. Say for example 'Aim Left' (Destroy the leftmost minion) was a real card. If I was trying to play against that card, which side of the board should I place my biggest minion? My left? My opponent's left? Which way is my opponent's left? Something most people don't notice is that when you use your Shaman hero power, your totem spawns to the right. When your opponent uses their Shaman hero power, it also spawns to your right. It's as if you are viewing their side of the board from their perspective instead of your own. This is great for visual consistency, but makes doing position matters in terms of left/right quite strange.
Reddit user MakeAutomata
Seems like you're willing to give up loads of fun gameplay, for hundreds, or thousands of matches, just so a couple 'bad' games where you had to learn something don't have to happen a couple times.
There are examples in the OP's post such as Argent Defender where no one gets punished for understanding how board perspective works for both players. We like minion positioning mechanics and will continue to slowly expand on them in the future. There are plenty of examples where we've sacrificed a bit on the complexity end to do something fun (Kazakus comes to mind). My comment was mostly to give some design context as to why we specifically haven't done cards like 'destroy the left most minion' and not to say that it is a bad idea we would never do.