Lazy game design, rather little skill compared to other CCGs.
I'll go further into detail as to why I don't support the game anymore. The company behind it is rather high on themselves because they had a few big names behind their game, and so they charge outrageous prices for things, and have little value for customers because the entire game was kickstarted, meaning all of the money they make afterwards is more or less entirely profit due to the low maintenance cost of digital card games, and most of it being data being pulled from a database. They don't do any form of maintenance between large updates. Most games have a weekly downtime for a few hours to fix bugs, and add improvements to interfaces, or make the game flow more smoothly, not this. They only update when they have content that they can monetize, such as a new handful of cards, which leaves existing bugs present in the game for months. They have a difficult time managing the iPad version with the PC version, and both appear to be neglected at times because of it, though personally I can not speak for the mobile (phone) version. They had closed beta last for the better part of 8 months, the first six of which involved literally nothing for the player, you had the same demo decks for six months. It was technically longer than that, since it came out shortly before Christmas, but i'll round down because I don't have the exact dates, and frankly don't care enough to get them. Then, in the summer following the closed beta, they come out with their first set of cards, and go into open beta, but they give a brief window of just a few days for any of the closed beta participants and kickstarter backers to spend their store credit after having nothing to do with it for the past six months, and post it in an obscure section of their forums to even announce that it was happening. Nothing on steam, nothing in the client, nothing in the announcement section of their forums, and nothing on their homepage of their website. They did announce it on twitter once or twice, though. So if they happened to be the only people you follow, you may have seen it after having no reason to look at their page for six months. Personally, I chose to read that as trying to squeeze what value they could out of even the players who backed them before the game was even a demo, but read what you will into it.
Gameplay: If you have ever played Magic: The Gathering before, this game is incredibly simple to pick up. The mechanics in the game are outrageously simple; and many of them actually exist in Magic under other names. That being said, imagine one of the game rules in Magic being changed so that a Wheel of Fortune was cast every turn. All of the multiple-turn decision trees, and all of the long-term strategy would be removed; and that is exactly what SolForge did. You get a new hand every turn, and with no resource system, you are instead limited to how many cards per turn you can play (two, aside from a few cards enabling other cards to be free here and there, but two is the default by game rules). So you have a hand of five cards, and can play two of them, every turn, forever. With a new hand every turn. Which basically equates to you have five cards to choose from, but the game state usually dictates which of them are the best to play (if you're behind on board, or if your opponent has a creature you have to kill or you lose, that sort of thing) which leads to very few decisions actually being made by the player. Early game, of course, you have the options of what cards to play in order to level them, sure. But you have a relatively high chance of never seeing the leveled version when it matters again, which happens far more frequently than you'd think.
What the mechanics equate to, at this point is: Level your important cards, and level answers to your opponent's important cards. If you draw your answers to your opponent's cards, while they don't draw answer's to your cards, you win. The opposite is true, as well of course, but it creates for very little interesting gameplay, without ever having any complex board states, or very many things you can due since you can (almost) always only play two cards per turn.
All of that being said, I didn't mention their failure to balance anything outside of a large update, and even then, there is rather little of it going on. They don't do any balance changes until they have their large updates (which has averaged once every four months or so, thus far). Which means if something is overpowered, it is overpowered for a while. And if something is garbage and unplayable, it is that way for a while. The game is stagnant, and in a bad place, and it won't get better for a very, very long time, if at all. They couldn't even balance for draft, as everyone who has drafted more than twice can tell you exactly what the best factions are in order, and what cards among them matter. And once you know what cards you have to draft to win, it boils down to who draws what cards, and when they draw them. There is no concept of: "First turn, i'll play Dude A, and then the next turn i'll play Dude B that goes really well with Dude A" because you have a high chance of not even drawing Dude B, and in the next combat phase, Dude A is dead.
And then you have the lazy game design. All sorts of RNG where it really isn't needed. Not just in the Wheel of Fortune every turn. Not just in whether or not you drew a leveled version of a card. It is a huge factor in draft, as you aren't guaranteed any cards of any specific rarity, and once you choose two factions, you have no say in what you get beyond that. It gets even worse; though, because they have it literally invade their cards. There are currently 10 cards that have built-in randomized effects (random amount of damage, random movement, etc); which to me, is just lazy design. And that's not counting cards that only have things happen at certain times (upon leveling, for example) which is - in a way - pseudo RNG in the sense of it's much stronger on certain turns than others (An example of this would be one card that if you draw it the turn before you level, you can play it and have it end the turn with twice as much attack and health as on any other turn). Even better games implement some RNG on their cards, Magic for example has cards like Mana Clash, but the percentage of the total card pool is much lower, and it is almost never on very relevant cards (due to the whole future future league testing a set for two years before it's released publically).
All in all, the game itself is okay. But if you play it as strictly free-to-play, you're going to have a highly negative experience, as there is no built-in way for you to not be paired up against someone who has played for over a year and has every card, as opposed to you with just starter cards. And if you play against their AI, you miss out on the most relevant reward for the daily system, which is only given for an online win. All in all, I can't very well advise anyone to get into this game. There are better alternatives for your money and time, but this is just one person's opinion.