I love solitaire, and i love similar aggressive puzzle games like bum-bo, but the new mechanics felt really unintuitive (other than the mana).
the fact that the enemy uses the same board as you means that the long combos that feel unearned from the player can also be had by enemy. not that it matters because i always had enough HP to tank through the attacks i didn't know were coming (due to the fact that attacks are based on what card you draw at the start of your turn [as in: your staring card determines how large of a combo you can have since finding the combos is not a problem for moderately good solitaire players]).
there are times where neither the enemy or I do anything for 5 turns as try to gain a single point of mana to hopefully get a better starting card than them.
the style feels "so retro" to the point of annoyance, no offense to the artist (the backgrounds are wonderful and should be available to download for wallpapers). but IMO the pixel art aesthetic is overused, and i feel like this game would fit with a more hand-drawn look (feel free to ignore that critique in particular, i know that's personal taste).
card descriptions as well as descriptions in general feel vague, as if explaining to someone who's played the game through already, and limit isn't very well explained at all. the tutorial doesn't explain how enemies attack the same was as the player. which can sound silly with the mindset of "of course the enemy attacks the same way as the player" but other games (and I am using bum-bo as a reference) have the enemies move and attack in predictable ways to allow the player the ability to plan around their scheduled attacks.
in this game, my shield cards feel like randomly my funny heart number goes down less for no reason, rather than "i planned out the enemy's moves and knew to block this turn"
I would also like to say that the health pools feels too large in general. i feel like if the player stayed at lower hp and was only punished for mistakes it would make the player feel like they solved a puzzle perfectly for making through a run without getting hit- which seems impossible with the way enemies attack.
the mimic fight was long and dragged out meaning i lost 2 whole dollars (not the largest impact but annoying) (fights tend to drag out a lot)
TL,DR:
i really would like to stress that the HP feels very ignorable.
mechanics need better explinations (limit)
the tutorial needs more tutorialization
combos dont feel earned at all, for either the player or enemy
fights are dragged out by the lack of sudo-random card placements or a "too many turns have been skipped" safe gaurd
i felt out of control in a puzzle game
attacks feel random as you dont focus on their procs
(if your reply to this is along the lines of "you just don't know" make sure i know in the tutorial)
i hope to come back later and have a blast with the game.
wish you all the best. take care.