Interesting idea for a game. Curious to see how it goes in the future, though for the current state here's my thoughts. Basically all types need more cards/variety/effects to make gameplay interesting, beyond a first couple games, but the core idea is here.
1. Magic/mana path, pretty lacking. You just draw more cards, but they don't do anything else so if it's your primary you start week, end up on the backfoot, and only can stream roll potentially later on (but if squished/sat on/gooed not even that well potentially, also it punishes you for drawing too many cards in one turn). Magic needs something else, special debuffs, shrink spells, grow over time, growth on enemy card/action for X turns, shields, something more than now. The slime specificly counters this build, with moves that make you take damage on using more cards, or for drawing things out when they get bigger.
2. Physical/health, didn't try this character, but looks middeling from a glance.
3. Pride is very powerful. It heavily comes down to the first two or three turns, but if things go ok then you steamroll into auto win very easily against the current enemy. With more height, they dont do damage, but play catchup cards. But every grow card also is a draw card, so you can just keep going up like doubilng height each turn, if not more. Mixed with then some good debuffs to limit enemy actions once bigger, and now you branch out to others for actual damage but ya it seems easy.
The part there's no real growth cards that dont rely on you being bigger already beyond the one or two you start with in her deck though means if you miss turn one or two, you just lose. If you get a bad turn 1 draw, and slime starts with growth and double card effect you basicly lose just like that. No real catchup mechanics in built, and way too much steamroll once over build (but enemy doesn't damage you once you get ahead well so works fine).
4. Subservant one is fairly good, played once for easy win, you give up some height, but also can start dealing damage right off the bat. It's just a steady damage output that scales up at an ok rate, but likely out damages the enemy, just carefull if they start grabbing you and locking your cards out near the end. No real counter play to those sadly.
5. Servant/special type forget the name (foxes deck) is also alright. While most of those cards are for catchup it feels like, taking damage to take a bit of height, and honestly I never use them, the ones she starts with that just steals height are good, and also help drawing cards. Quickly turned into a hybrid build since you can easily spec into any other card types quickly from her to bring n damage or draw 4 cards to help as you need making it the most flexible.