I feel it's lame that you lose at turn fifty regardless of whether or not your commander has more health than the enemy commander or whether or not you would've ultimately won the battle.
In some cases, the protect ability is overpowered. It should not be able to stack. For example: mission 114: Empress has protect all righteous 1 and heal all righteous 1 with 18 health. Not to mention many of this mission's cards have protect as well. It frustrated me to the point where I schat my pantalones..
Tourneys should allow you to use your own deck. It's horribly unfair to dedicate five or ten thousand only to wind up with shitty cards and a losing records. Random card distribution allows unskilled level twos to beat veterans of the game simply because they were dealt better cards. I'm sorry for pointing it out, Synapticon but the current set-up is flawed..
Tyrant,
Your game is very well thought out and fun to play, but if I were make one adjustment, it would be to disable certain abilities (enfeeble, rally, strike, etc.)of the enemy or possibly both commanders for the first 2-4 turns of play. To generalize, the battles you've set up are fairly balanced and legitimate, but occasionally there are fights where I find my decks struggling to compete with an enemy commander who was dealt a very generous hand of abilities. Perhaps I am only insufficiently skilled at certain points of the game but it seems to me that there are a few battles in which the enemy commanders are slightly overpowered. (Initially at least)
Purely adding some constructive criticism,
-The Cheeze
I just blew 25k on a blacksmith shop only to find out it has to be approved by other members of my guild. I have no guild nor do I wish to create one. So, where's my 25,000 gold?!?! Not very user friendly. One star.