Some words for automechanics. I understand it fully only now (what was told by others
here). One of the main advantages of automechanics is that it borns a GAME. Not only u can use them for ur good, but ur opponent may do it too. That's why this borns a GAME of two players with automatically working factors on the board.
For example, if u placed a catapult, automatically shooting to random enemy, ur opponent can use it for his good, placing some cards, which becoming stronger by it's shoots or dealing a response damage like it makes Blueboy Lugos. And u cannot control ur own catapult, cause it doesn't have an order, but has an automatical mechanic. So here an interesting game borns with fast passes, self-locking and another drama. Or, for example, there a card can exist, which turns every buffed card into a pig (like in quest Fool's Gold) or makes an artifact compression of a buffed card. So the enemy can use it to his advantage, buffing ur cards, turning them into a pigs, or he can use that pigs like animals for some animal mechanics. So, every automatical card can be used to all players' good. So, I think almost every card must have some auto triggering mechanics, being an engine (arbalests autoshooting, swordsmen autohitting, mages autospelling). So u can use almost all cards to ur good, even if they belong to opponent.
And all this fun is possible because there is no control of this mechanic, like u have it with orders. To many control makes game boring, it actually kills the game and turns it to a confrontation, a battle, what is not a game's essence, where people are just playing with each other having fun. That's why orders are bad. They make game lesser fun, more controllable, more egoistic. Even chess are better, because u can use opponent's figures to ur advantage, locking up the king and checkmating him, for example.
Another examples of this automech advantage:
1. A simple bronze soldier, who can has a trigger "attack random enemy in a melee row by 1 every 2 turns". And another player can place a harpy eggs on melee, for example, or another such a thing (some bomb may be), which is breaking by hands of his opponent and gives him an advantage.
2. There already a card exists that is buffing adjacent units (Anna Stenger). Or it can be another autobuffing card (like Golden Foam as a weather). So if ur opponent played it, u can play a spy nearby that unit, that is returning to ur side in some turns. So opponent can pass for do not allow him return, he can lock him, kill him by some control card, consume him by some creature. So many possibilities, if mechanic is autotriggering by time, to have another player time to think and make some actions. Panic actions, may be, which u can use to ur advantage too.
3. If opponent is using frost on some row, u can play some creature, that can get buffed by frost instead of damaging by it. Seeing this ur opponent can play that pigmaking card, to turn this buffing creature into a pig. If he plays it, u can buff some his creature and turn it into a pig too.
4. There some wild hunter can exist that is causing a frost on the row he appears and self-buffing from this frost. So the opponent can move ur creature from another row to make him damaged by this frost. Frost must be remade to be casted to any row (not enemy's only).
So, as you may see, there must exist cards, that are playing against their player in some cases, to give opponent an opportunity to play a game with u, not only play his own cards on his side, which are always good and safe. Almost all cards must not be safe for player, who plays them. They may even have some negative effects, but, for example, with lower provision cost, then analogical cards without such an effect. That will make the game more interactive between players, when they have opportunities to influence another side's position and state or use another side's factors to their own advantage.
5. For example, monsters' card Rotfiend must be remade to cause damage to adjacent cards, when it is damaged too much (that was in-game behavior). This can be used not only by the opponent, but by urself too (for deathwish triggering). Berserk 3 means card is damaged to 3 or less. After it counter starts to count one turn after what card will be destroyed and damage ur adjacent units by 5. This unit is very good for his cost and can be used in deathwish decks or as a single card in a row. Enemy can move it to another row or change a position in the same row and destroy there to cause damage to not deathwish cards. Also it has a timer of destroing, so u can lock it, consume or make something else.
6. Ur opponent can place some artifact, that buffs a random unit of his own every turn. And u can have a card, that steals artifacts, and use this artifact to ur advantage. May be opponent can make it intentionally, to place a pig totem next, which turns all buffed cards to a pigs to punish u for stealing. But u don't know, does he have this card or not, did it come to his hand or not. That is a drama, that is a game, that is a mess! So many different possibilities can exist, so many bluff actions, if u make every card an autotriggering engine, that u cannot control since it is played. This must be very fun))
So, the fun is opposite to control. Control is always boring. And, giving players too much control, u give them boredom and aggression. Control must be lowered by removing orders, which not only bring the boredom and uncontrollable damage stacking, but break the turn-basement of the game, when every player can make only one play every turn. Changing orders to auto mechanics (and adding some automechanics and triggers to almost all the cards) will give not only fastening of the game, not only will ease a mobile playing, but also will make the game much funnier with uncontrollable autotriggering.