I don’t even view good design as solving a problem in an interesting way. More like, does it introduce interesting and new play patterns.
Dack Fayden and Delver did this. They helped reduce the play pattern of the endless control mirror.
Another direction Vintage needs to move as a whole is in a direction where damage matters enough that Smash to Smithereens is a 2-for-1. Building incremental value is an excellent play pattern. This is how you organically get answer cards into the metagame without making them inbred designs.
It’s kind of like the difference between life gain and lifelink.