CC wouldn't be a problem for life if it's ramp wasn't so bottlenecked.
Let's compare the two fastest elements in the game, fire, and life.
Both have buff cards, high damage creatures for cheap, and mana ramp.
Fire's mana ramp is a spell.
Life's mana ramp is a 1/3 health creature
Fire's high damage creature comes back from the dead
Life's high damage creature is a 3-5 health creature, maybe 6 if you're dragoning
Fire's buff card is a flexible burn spell
Life's buff card is powerful but stale, it can only be used with certain cards and said cards are typically weak.
I wouldn't care if they destroyed my creatures if I could make more creatures than their body had room for. If there was a permanent with photosynthesis, ardrenrols would become a lot safer, because you can't shut it down without both permanent and creature control.
Life's main problem lies deeper than the element, it goes back to the core balance of the game.
As it stands right now, the vast majority of killspells 1 hit opponents. They have to. In a game with so little draw power, if you need to spells you're giving up card advantage.
The problem is, every low drop combo card is completely obliterated by minimal CC.
Creatures that can survive taking 5 damage (requires 2 burn spells, gravity pull, poison, or lobo)
Amethyst Dragon (upgraded only)
Armaggio
Colossal Dragon
Aflatoxin (upgraded only)
Graviton Firemaster (upgraded only)
Hematite Golem
Stone Dragon
Vanadium Warden (upgraded only)
Emerald Dragon
Green Nymph
Red Nymph
Pheonix
Ice Dragon (Unupgraded only)
Steam Machine
Abyssal Crawler (upgraded only)
Golden Dragon
Guardian Angel
Light Nymph
Azure Dragon
Firefly Queen
Anubis
Pharaoh
Golden Nymph
Voodoo Doll
Obsidian Dragon (upgraded only)
Phase Dragon
Immortal
The VAST majority of creatures with abilities have 1 health unupgraded, and 3 health upgraded.
For a developer who said he didn't want instant kill spells, he sure put a lot of them in.