I think Faeria had some fundamental problems. I LOVED the art and complexity of the game, but it suffers from a severe case of choice paralysis. In a typical turn in most card games, your main choice is which card to play. Some games have additional choices like whether to attack or defend, or perform other actions. In a typical faeria turn, these are your choices-faeria is, much like Artifact, a fantastic card game. And both where much cheaper to be competitive in than magic and hearthstone. But for some reason the players got hung up on entry fees and the fact that these where long, complex and non-mobile games meant the hearthstone casual players checked out right away.
1. Which card to play
2. Where to place the unit spawned by the card (unless it's a spell).
3. Whether to place land tiles or gain one faeria or draw one card.
4. If choosing to place land tiles, whether to place two neutral tiles, or a mountain, forest, desert or lake tile. Oh, and where to place the tile(s).
4. Whether to move the units on your board, and if so, which units to move, and where to move them.
5. Whether to target the opponent's avatar with your units or target their units or defend your own avatar.
6. What order to do all the above in.
All these decisions interact with one another in complex ways, making you feel like you don't really know what you're doing. Both victories and losses become hard to analyze, as you're often unable to point to the specific mistake that caused you to lose (or plays that made you win). And maybe you didn't make any mistakes at all. Maybe your deck doesn't work. It's difficult to tell.
I remember playing faeria for many hours and then one day firing up the Gwent beta (during the days it was actually good). I was amazed by the strong cause-effect link in that game. Every turn, you just played one card. No mana. And so you'd always know exactly where you screwed up. The game had complexity without being obtuse. It just made sense, where Faeria hadn't.