Think of this game as mini-DOTA with capture points. No lanes, no gold, no leveling, no warding, no mana, just eight elements that you can combine to your heart's desire in 5-10 minute games. There are also Magicks, which are similar to skills in other MOBAs, powerful spells that spice up the gameplay a lot. Usually because that one noob cast Meteor Shower on your entire team by accident.
This game is not pay-to-win
. You can purchase in-game money with real cash and XP boosters but that's it. Your character gains XP after each game and when you level up, you gain Mastery Points, which you can invest in unlocking new robes, staves, weapons and Magicks. You can also buy variants of everything but Magicks in the store, as well as consumable Magick scrolls. Robes and staves each have an affinity. These boost your wizard's affinity towards an element(Or Health/Speed), while removing the same amount from its opposite. You could be an extremely effective Lightning wizard but fully charged 3xEarth spells take off half your health, making skill the deciding factor.
To beat your opponents you need to kill them. That seems easy and button-mashy but it isn't. You will die a lot when you first play this game. It's incredibly challenging and rewarding once you get the hang of it. A few basic things to know is when to ward(personal shield, self-cast shield and any two elements) and when to switch wards, when to fight and when to retreat, what spells to be using and at what distance you should be fighting at.
If you've played the original Magicka, it's a bit less chaotic and far more fair, with a couple of other changes. You can only queue three elements at once, Steam and Ice no longer appear as their own element in the queue when combining Fire/Water and Cold/Water respectively, Lightning now has priority over Life/Death, Self-Cast now doubles as AOE, sword enchanting is gone, and casting with no elements uses your weapon instead of pushing air.
And for ♥♥♥♥s sake, don't use a life ward.