There's neat ideas here for sure (the Champion system, where major units that your deck is built around will flip over into a stronger version of themselves when certain conditions are met which change from unit to unit, is really interesting and an elegant way to direct the player toward their deck's win conditions, spell mana which lets you bank up to 3 units of unused mana per round which can only be used on casting spells is a neat way to mitigate the sense of aggressively overcontrolled pacing given off by the now-standard gradually increasing mana pool) but ultimately I find the way turn passes back and forth constantly within each round to be far too inimical to my ability to develop a sense of flow while playing and the ever-present gacha structural elements of passive background quests which constantly beg for your attention with notification pings, overbearing collection systems which the game immediately waterboards you with in the hope that the flashy animations will get their hooks in you before you even have context for what you're receiving, and a generally overdesigned, sickeningly sticky overarching UX create an experience which I find so passively off-putting that I can't ultimately motivate myself to stick with it long enough to see if the mechanics work any better for me at higher levels of play.

Reviewed on Nov 22, 2023


Comments