After 2 hours of playing the Blitz mode i am not 100% sure what to think of. While i like the idea of a more streamlined / beginner friendly mode, the action is far to chaotic on screen. On the one hand powers pop up pretty fast and slow moving units have no chance to evade (i am ok with this), while on the other hand the fatigue system look compared to it pretty underpowered in this state. In my opinion we should get rid of this system. Would prefer it as a more tactical element allowing you to pop up in battle behind the enemy with a strong unit, but with the current system even strong units like a Vulture got shot down as fast as they enter battle. In other words: There is no purpose in even trying to bring in new units in a already lost battle and instead retreat, gather new units outside combat or fire your powers against the enemy.
Another system that i am not really happy with is this the leveling of cards. At the end of the day this will lead to a pay 2 win scenario. Let us open cardpacks to earn new units and play around with our decks? cool why not on the long run you can catch up with those invested money. But making your units stronger (or at least a given chance to that to happen) compared to those of others feels plain wrong and makes the mode uninteresting when the game is released.
Many have already indicated their frustration with the card selection and I will add to that (after all they will consider reoccurring themes). There were several other points I had after about an hour of game play (should mention I was very bored after that hour):
1. Continuing with the overall consensus so far that the unit leveling via card packs leads to pay 2 win and that's only going to drive away players. I dont think it is necessary to level up units for PvP, but it can be used for firefight mode since its versus AI.
2. The game ends too quickly to even enjoy the deck created or to have nice destructive battles. The victory points add up too fast and the points to buy units add up too slow. In my opinion it should be the reverse, increase the fight in the game along with the time to do so...hopefully while keeping it short as that is the point of blitz.
3. Card selection seems to be arbitrary, which kind of removes the strategy aspect and here is why: it comes down to luck for selecting the right units (unless there is a discard card button that I haven't discovered) vs. understanding the system and developing a strategy ahead of time (i.e., start with tier 1 units and after X points or power collection unlock tier 2 units).
Overall I like that the creators are trying to add a new spin to the game and continuing with past strategy games that used this unit deployment style (e.g., wargame, dawn of war, and hearthstone). But, blitz isn't all what its expected to be as its missing a lot of depth to make it a versatile game mode.