I play a lot of MTG, so this game is right up my alley. Especially later in the game, there's a lot of strategies you can use to win games, whether that be slow and grindy clocks or fast combo descks that stack devotion miles high. I've got a lot of respect for you designing an entire card game over a weekend. I do have some constructive criticism for the game, though:
- Generally, with card design you don't want 'strictly better' cards; usually in card games rarity is used to distinguish how interesting a card is from a design perspective, so that way decks aren't mile-high stacks of rares, plus it forces you to make tradeoffs when constructing decks (however, I do understand what you're going for here)
- Playing into the first point, some more diverse strategies or cards that make strategies available would be fun - spells that have a weak initial effect but let you play another spell that turn (trading your own card advantage and value for speed)? Spells that steal enemy bonuses and such for a turn before giving them back twofold or something (risk vs reward)? Draw spells? Discard spells (both forms of card advantage)? There's a lot of ways you can take the card designs while still keeping the base gameplay of slapping together bonuses and multipliers to power out huge effects
- The ability to choose from a handful of 'starter decks' with these new strategies in mind as well as the pre-existing ones - maybe keep the current starting deck as the de-facto aggro/combo deck, another deck that uses Wraths and Prayer Bells with Assualts to be the control deck, some decks using the card ideas I mentioned above - that way, people can get a glimpse of the actual depth of what you have going on here and can start trading into more interesting sub-strategies or more powerful iterations of their current strategy