I like what the creator is trying to do, and I have a sense of the direction this design is attempting to move in.
The mechanics of the combat system feel very fiddly. I don't think the difficulty level of success matters so much... or at least I don't see a reason why I should care. If I understood the "story" more this wouldn't stick out so much. However in the game's current state, I feel the difficulty is immaterial, or should at least be variable based on how difficult of a challenge the player wants.
Given the complexity of the interactions (especially the "drawing table", the rule-book would have benefited much by having a sample diagram of the card layout. Alternately, using a tableau (card) showing that layout/priority visually to the player would be an opportunity to eliminate some of the complexity of moving from reading the rules to playing the game.
The game lacks a story or journey. As a "proof of concept", this entry demonstrates a core game-play loop that functions by itself, but needs further narrative before it feels like an actual game. The general "fantasy battler" theme is informative, but even as a mechanical prototype, I would like to see a little more flavor informing me of the setting that the player is engaging in and would also help to inform the choices in mechanical design.