here, have some more Shadowverse teasing. Game has 7 classes / colors / whatever you want to call it from your TCG lingo, to give you an idea of what to expect if you are used to card games:
Swordcraft - Lots of small minions, lots of buffing minions, with Officer minions and Commander minions interacting with each other (usually commander cards buff officers, and officer cards do shit if theres commanders in play, etc).
Dragoncraft - You have a overflow gimmick where you can get more mana faster (usualy represented by "empty" mana which you can only use next turn) and when you do, you go into overflow affecting various cards. Also, as expected, lots of dragons. And dragons hurt.
Shadowcraft - The necromancy deck, you acumulate shadowpoints from your minions dying (and playing some cards? im not exactly sure yet), use those shadowpoints to buff cards with necromancy (say a card does 1 dmg, but has a necromancy cost of 2 shadowpoints to do 3 dmg instead, so you either cast it for 1dmg, or if you have shadow points, you do 3 dmg). Also has another gimmick where a lot of it's cards summon creatures when they die (last words), usually zombies or skeletons.
Havencraft - Revolves around playing cards with delayed effects, you play an amulet than say, in 3 turns, spawns a 6/6 creature. Why is that different from just casting a creature? because these amulets usually cost a lot less than what a similar creature would cost (for example this amulet only costs 3), so you put a bunch of amulets in play early on, try to wether the initial enemy storm, then all of a sudden you have a big ass army spawning. You have cards to speed up the amulet process aswell (and even cards that outright destroy the amulet, thus triggering the effect). My favorite deck so far.
Bloodcraft - The vampire deck, your special trait Vengeance activates when you have 10 or less health, making various cards have stronger or different effects. Alot of minions and cards steal health. Basically a balance of being low on health for the stronger effects and thenget your health back via healing stuff. Very interesting actually, haven't started dabbling in it.
Forrestcraft - The typical "weenie" deck. Lotd of 1/1 creatures. Lots of summoning, lots of flooding the board with small critters. Typical "green" deck stuff.
Runecraft - The magic deck. Lots of spells. Spellboost mechanic that makes cards stronger each time you cast a spell.That's all I gather from it, I haven't touched it yet lol >_>
there's more to it than that of course, for example, the havencraft deck also has a alot of healing bullshit and in fact, some of the puzzle trials for it don't involve the amulets at all, just the healing stuff. This is just to get a general idea for people used to other card games.
edit: oh shit, it has expansions included? Just got to chapter 5 and opened up a new expansion of boosters to buy. I legit assumed it was just the base set since you get the cards so easily and can freely make whatever decks you want. Daaaaaaaamn son.