Ok, some quick things from my own play testing: The rules don’t have much about phases and activation priority, so I used MTG phases. All Actions were played as fast (instant speed), as well as abilities. Game was played with a growth of two mana every turn, capping at 10.
Enemy of my Enemy: Text might need some adjustments. Maybe my english sucks, but I was a bit confused who was supposed to be gaining health, the attacker or the defender(s). If multiple players are attacked do all defenders gain health? (Settled on attacker gains health).
After a couple playtests, I think some of the rrasons why the game stretches on so long is because of cards like Qui Pro Quo (QPQ), Enemy of my Enemy, and Morbid Curiosity kept healing players and allowed Walls to stay in play for a long time. Using QPQ on Walls means both players stall out the game, one by healing 4+ each turn, and refreshing the other’s Walls’ health.
Some of the minions are weak because they are too fragile and don’t have a strong effect the moment they enter play. A lack of strong single target removal and a large amount of AoE means these small minions are even worse to play. Large minions like Rogue Knight and Bloodcrazed Berserker threaten the enemy the moment they are played. Cutting Edgelord and Silent Shinobi are too easily removed by Loot Box and Generic AoE.
Walls themselves are fine, I actually like Wall of Text, the Terms prevent you from blasting the board with AoE and can block the big minions for a few turns. When the opponent has QPQ however. this leads to long games with little board development.
I’m going to play a few more games tomorrow with Actions at Sorcery speed (slow) and see if that makes the game go on too long. I also suspect that gaining 2 mana a turn pushed the game too quickly into the end game.
Will probably comment more tomorrow (or in a few days) when I play it more. It’s getting late here so I can’t type as much as I wish I could.