Spell Blast (UX, counter spell that costs X) is more interactive than counterspell, because Spell Blast cares about the mana cost of the spell it is countering.
A "remove soul" spell that cost X, where X is the creature's power, and then does Y to the remove soul caster, where Y is the creature's toughness, also cares more about the text on a creature than one that simply counters any creature spell.
Now these might not be good spells, but they are interactive. Making them good is always possible (... and draw a card, or make them counter 2X, or whatever).
This is why "does X damage to target creature" is more interactive - more back and forth - than "destroy target creature".
The MtG combat game is interactive, in that the creatures your opponent have and their text matter to how your creatures can help defeat your foe.
I'm not against escalating combos or even control; I'm against lack of interactivity in most of the "good" combos and "good" control cards. Combos often try to reach a win condition that bypasses whatever the opponent does rather than interacts with it. "Good" control cards bypass what a given card does or says, and just shuts them down, with the less interaction -- the less it cares about what the opponent card says -- the better.
I mean, I have enjoyed playing solitaire magic. But solitaire magic isn't fun to play against.
The interaction you get, at best, with solitaire magic is you have a meta situation where you become aware of what solitaire magic your opponent is going to try to do, and you have crafted your deck to disrupt their solitaire magic enough that you can beat them with your deck before they can.
Even then, you attempt to minimize your interaction with their cards as much as you can, unless you are playing in a meta where black/red damage is so dominant that you can drop a prot RB deck and win the tournament (... which again proactively vetos the enemy cards from doing stuff. You don't care what the damage you take is, you are immune.)
Healing Salve (prevent 3 damage to target creature or player) is more interactive than "creature is indestructible". But because damage to creatures is bypassed by enemy decks (they don't want to interact with your card text!), healing salve becomes a junk card even if you tried to make it better.
A "remove soul" spell that cost X, where X is the creature's power, and then does Y to the remove soul caster, where Y is the creature's toughness, also cares more about the text on a creature than one that simply counters any creature spell.
Now these might not be good spells, but they are interactive. Making them good is always possible (... and draw a card, or make them counter 2X, or whatever).
This is why "does X damage to target creature" is more interactive - more back and forth - than "destroy target creature".
The MtG combat game is interactive, in that the creatures your opponent have and their text matter to how your creatures can help defeat your foe.
I'm not against escalating combos or even control; I'm against lack of interactivity in most of the "good" combos and "good" control cards. Combos often try to reach a win condition that bypasses whatever the opponent does rather than interacts with it. "Good" control cards bypass what a given card does or says, and just shuts them down, with the less interaction -- the less it cares about what the opponent card says -- the better.
I mean, I have enjoyed playing solitaire magic. But solitaire magic isn't fun to play against.
The interaction you get, at best, with solitaire magic is you have a meta situation where you become aware of what solitaire magic your opponent is going to try to do, and you have crafted your deck to disrupt their solitaire magic enough that you can beat them with your deck before they can.
Even then, you attempt to minimize your interaction with their cards as much as you can, unless you are playing in a meta where black/red damage is so dominant that you can drop a prot RB deck and win the tournament (... which again proactively vetos the enemy cards from doing stuff. You don't care what the damage you take is, you are immune.)
Healing Salve (prevent 3 damage to target creature or player) is more interactive than "creature is indestructible". But because damage to creatures is bypassed by enemy decks (they don't want to interact with your card text!), healing salve becomes a junk card even if you tried to make it better.