One quick note before continuing: this game is in development and has limited content.
Upon starting a new playthrough, two choices will be presented, first the mighty paladin Marthas or the wisest archmage Fulguris. These characters will define your troops (units added to your deck), abilities, and special moves. Troops are simple, but the abilities seem to be very important in covering your character’s weaknesses. For Fulguris, you get the ability to summon an earth elemental that will cover a lane or switch places with another unit. This is useful in manipulating the position of units (ones previously impossible to move) while giving more time for the right units to spawn. You also get a random spell with the mage where some buff units, while others damage enemy units. These add a level of randomness to the archmage class. making it feel like it is for more experienced players.
The Paladin gets the ability to make a unit invincible for one round and a passive that increases morale upon flawless victories. Already there is a fair amount of difference, as the paladin offers a more straight-up control approach – with minion buffs and tricks to move units for bigger tanks. The mage provides more utility play, as the spells you use can be buffed and used anytime (as long as you have the mana needed), but this requires a level thinker as you can run out of mana.
These are just two of the planned classes. There are 3 slots and likely more to be delivered down the road. I can’t wait to see the variety in gameplay they will bring!