I certainly agree with @mammon. The power of the Master of Coin is that he’s one of the only Lords who affects you before the game begins. You often have to bring a completely different deck if you see that there’s already (or could be very soon) a Master of Coin on the board, than you would bring if there was no threat to your card playability. In essence, the Master of Coin about doubles the number of maps there are, as a map without him is a completely different experience–for everyone–from a map where he’s around at the beginning.
I find the Master of Coin to be a fun challenge for the very early game, where everyone really has to work together in order to clear him off the map as quickly as possible. He’s certainly one of the strongest Lords if he crops up before the game starts (right after the Queen of Lies in my opinion), but he’s weak enough to kill and is one of the few enemies who can really force the entire mortal world to cooperate to bring him down.
It was not better, trust me. In his current state, he provides the players with agency and choice: “do I play my hero even though I’m paying a premium, or do I attempt to make do with basic units for the time being?” The old Master of Coin would simply rob the players of all their starting gold, long before you could possibly spend it. There was no counterplay; no decision to be made. Your gold is now gone; sorry you don’t get to train units or play anything ever again.