I did! I like the changes a lot, and I still come back to Cantrip every couple of weeks or so.
* The change to Stamina Potion is welcome - I hadn't realised until now just how strong it was. Or perhaps you've made 2AP cards more interesting in general, so Stamina Potion is a good way to get them out against enemies who use Siphon.
* Transmute Shields is still very niche. Powerful in a shield-heavy deck, but often a dead card otherwise - and it appears in the early levels, so I often have to decide whether to take it before I know if I'll have enough shields to make it good.
* Raise The Dead is my favourite earlygame card. It's another use of whatever the strongest card in my deck is! Extremely flexible, and useful in every deck... perhaps a little OP at times, but using it right takes some thought. (Which of my cards would I want to replay, here and now?)
* Desecrate and Leech make "Steal the enemy's cards until all their combos are missing pieces" a viable build. Interesting that Shields Up and Read Mind add cards to the game, but there's no effect that removes cards - stealing the enemy's cards is the only way to disrupt their deck.
* I've noticed that some cards only appear as rewards for later battles, but I'm not sure which. I know they're supposed to be rarer and more powerful - for example, Healing Potion is always better than Read Mind, but Read Mind is available from the start. Could it be clearer when this is happening, so I know I should be excited when a rare/powerful card shows up?
* Revenge From Beyond has a weird effect if the top two cards of the opponent's graveyard are also Revenge From Beyond. I think the game let me play another card before the animations had finished resolving?
* I have no idea how to use Mindswap.
* Shields Up is much better now. 1AP for one card-advantage - it's comparable to Leech, but with shields. It's strong enough to take with no other synergies, but it naturally leads me into a shield-based build later on. 1 card-advantage for a cost of 1AP makes it a good card to see as my first reward in the game, but the risk of clogging my deck with shields means I can't rely on it forever. Great change.
Finally, let me see if I've understood the basic strategy of this game. The change to starting with a full hand has really driven home how important card-advantage is in the first three battles. For example, Leech replaces itself in my hand while removing one card from my opponent's, and Shields Up and Read Mind both leave me with one more card than I'd had before playing them. None of the starting deck does that (Attack and Combust hurt both sides equally, Rest cycles itself, and Shield isn't playable anyway). Against enemies who start with more cards than me, it's literally impossible to win without a way of creating card-advantage - and usually, the first time that matters is against the first boss.
It's sometimes possible to beat the first boss regardless if it has cards that disadvantage them (particularly Siphon and Stamina Potion), and it uses them incorrectly - reducing such fights to luck and exploiting the AI. For example, when losing against the Necromancer, I'll end my turn with 1AP left, to bait out its Siphon when it doesn't have an effective way of spending the extra AP from Siphon.
All in all, I really like this game, and I like talking about it.