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I got into a state a couple times where I didn't seem to be able to play summons from my hand. Spells seemed to consistently work fine, but I was never able to finish a battle as a result of never having anyone on the field to really do the work.

The art is quite cool and really does evoke some of the old-school early MtG designs for me.

I'm a pretty slow reader so a LOT of the mechanics from some of the summons triggering effects almost completely flew by me due to how fast the text reads out when the cards are played. It does give you that feeling of playing against a player that knows solidly more about the game than you do and you're just trying to process things on the fly as they happen, but it also just highlights the massive value that tooltips on the various mechanic can bring so that players can review what just happened at their own pace.

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Thanks for taking the time to play!

We've never ran into the issue you mentioned first, really odd. Some cards require tributes to be played, maybe you only drew those and I didn't explain the tributing mechanic in the game so its possible (cards with a number in the top left corner require a tribute of X monsters, so if you have none you cant do anything)

Fair point on the third part as well, I did feel it was too fast and was implementing a system where you can speed up or slow down animations and stuff but didn't have time to finish it unfortunately. If I was to keep working on the game, i'd for sure add that along with some on hover details popping up and better explanation of keywords etc. but all we have now is a card game framework essentially