It also has telling time-ish, that 5 mana relic that gives 5 armor and draws every turn,
That is Staff of Stories, which has been nerfed to 4 armor a while ago. The big problem is it only draws at the START of your turn, and taking 4 damage (more if you have armor, but Primal doesn't have armor mechanics and it is usually limited to Justice) destroys the staff, and it takes one turn after the enemy gets an opportunity to answer it to replace itself, and a second turn to turn a profit. For a 5 mana card that essentially needs you to be equal on board to your opponent and for them to not have burn or relic hate of any sort. It used to be played in spite of being so weak BECAUSE of how limited card draw the game has, and has since been phased out.
that big stupid draw a billion cards + deal damage storm thing,
Channel the Tempest, which is stupidly prohibitive to cast at 8 power plus 3 primal influence to play and NOT used as an early game draw engine, and rather considered a lategame finisher/burn. This card has ALSO been phased out with set 2 release because the only deck that ran it (Chalice Control) recieved attachment hate and many bad matchups in set 2.
etc. There are a ton of options there it seems like to me? Hell eternal chalice alone is a better value engine than most Magic decks have been able to run in years.
Chalice was the exception, and it had so much ridiculous draw potential it got a lot of hate cards directed at it, which succeeded in phasing the deck out entirely of competitive. The issue was not that it was a draw engine - the issue was it was such a stupid strong draw engine that stalled out games for thirty or so turns and actually allowed players to Harsh Rule (Wrath of God in MtG terms) a board heavily in their favor (5 units vs 2) and flood their board and redraw it and
still win. It won because the card draw of every single other deck couldn't catch up to it - which is a testament of how bad it is for anything that isn't Chalice.
Hard control is definitely a thing and it's just as much of a grind-fest to play against as in Magic. I can see mid-range brawls devolving in top topdeck mode pretty often, but I kinda think that's a good thing? Cards like Tavrod are great there and provide some big yet very situational card advantage for those kinds of decks.
Minor correction but "hard control" exists, but not in MtG terms of "draw go" style of play, which is intentional design of Eternal because those kinds of decks are really not fun to play against (to the point where modern and standard phased it out in MtG last I saw). Otherwise, correct, and again the biggest problem with Tavrod isn't that he draws cards - it is that his draw engine is very strong
compared to the draw engine of the other decks. For the most part players want a middle-term between 'extremely weak draw' (Staff of Stories) and 'extremely strong draw' (Chalice).
Considering how the game got more card draw options (Trailblaze, Tavgod) in recent sets I think they are headed in the right direction for now. Set 3 is set to release at the end of the year, and developing cards usually takes many months so I am hopeful for future releases. The devs have had some good ideas going forward and the game is still very healthy in spite of the problems with card draw.