The game mechanics themselves are enjoyable, but the paywall is much too high. After playing for a few hours, I've come to the conclusion that it is not possible to actually play the game without paying for it. If you want to run a successful pay to win game like this one, the game has to at least be fun and fast paced enough in the beginning to lure people into paying for things later. This game fails to do that as you are immediately faced with a paywall or easily over 20 hours of grinding with the same starter deck to even unlock even the most basic features common in modern 'free to play' card games. I stopped at about hour three. (Note that I started playing this game outside of steam, which is why I only have an hour logged playing on steam.)
It's not that the game mechanics are bad, in fact they are quite interesting. Each deck being bound to certain factions and schools of magic is a promising feature that unfortunately does not come out prominently in the beginning as you are forced to play with the same intro deck (you can make some slight modifications to it with your starting cardpool if you wish) over and over again. The tactical mechanic of positioning your creatures and having area of effect features is also quite enjoyable. This is the meat of the game's structure and it is well executed. The main problem is with the way the paywalls are set up.
There is a simple conundrum in these pay to win games. If you don't want to pay, you have to spend countless hours grinding, which is boring, but at least you are playing the game. If you are willing to pay, you have to realize that you are in effect paying the game company to NOT play their game. It is quite an achievement for game developers to create a game so boring that people are willing to pay to NOT play it. So then what's the point? This is the pit that many of these games fall in.
So what would make this game better? More variation. The game should give every player access to all the starter decks. This way as they continue to grind through the game they are encouraged to try new things which will keep them playing, rather than get bored repetitively grinding with the same low power decks. Also removing the level requirement for the card trade in system is a must. This will allow players to more greatly customize whatever starter deck they like the most which will also encourage them to keep playing and trying new things. As is, the lack of customization available in deck construction to the new player really dampens the exploration of the game. It should be set up so that playing the game intrigues the player into wanting to try new things and then maybe pay to help that along instead of making them have to pay before even the creative spark fires, not knowing what they really want to do. This puts out the fire of imagination before it even starts.
To sum up, this game does not offer the non paying user any encouragement to want to play the game - let alone pay for it. Furthermore, the first few hours of gameplay do not adequately sell the game's features to the user, leading to the user to doubt that the game would be fun even if they put in a few dollars.
For interesting mechanics despite a horrible paywall system and an unfun experience, this game has a lot of potential if a few minor tweaks were made. It shall therefore earn a 1/5 rating. I will not be spending any more time playing this game.