I've been testing the game for over a year now and it's a lot of fun. It has its fair share of issues, but nothing that isn't fixable. Some bugs, some balance issues, some UI stuff, and the current timer. Usual beta things and all are scheduled to change. http://www.kickstarter.com/projects/1464350149/faeria-strategy-card-game I'd reccomend it to anybody who likes hex based strategy or card games. It' like it's at the sweet spot where it can appeal to both parties instead of turning one or the other off.
The one thing that bugged me when trying the game out is that the cards had 3 requirements, faeria, gold, and lands. Magical orbs were never really a problem if you dedicate one monster to collecting it, lands sometimes prevented me from playing some cards in my hand, and gold was most often the thing that kept me from playing cards. So is there like a way to keep the gold supplies high? Because when you're on the defensive, it's pretty damn hard to make a come back because you're spending your turns trying to get gold to put out something to defend yourself. Also, what's the purpose behind the turn timers? Is that just like a way to get people to play quickly, or is that meant to be some kind of alternate strategy to try and run your opponent's timer out?
Managing your gold curve is really important. Generally speaking, decks with strong economic gain cards do better late game, whereas decks without have to keep up the pressure so they can secure an advantage before their opponent out-ramps them. There are a number of doable decks with no economy gain, both offensive and defensive. It's just depending on how your deck works, managing it can be harder than with a deck that has them. The timers are supposed to make people hurry up, and I hate them with a passion. They force people to make stupid decisions when they aren't ready. Thinking quickly should only be a factor in real time games. If I wanted it to be a factor, I'd play an RTS.
Yeah, I'm feeling the timer just put pressure on me to do something, taking away from my normal reasoning time. But at the same time, I suppose you can't leave your opponent waiting 30 mins, or indefinitely if you went AFK. I think doubling the timer from 2 minutes to 4, or even 5 minutes per turn would not be an out of this world request. Because if there is one thing I hate about chess, is when it's timed.