I will say, this tutorial is a bit excessive. you can almost certainly guarantee that a player will be familiar with the basic concepts of this game (play your cards, defeat the enemies, get rewards) and such things do not require a tutorial, in fact, including such things can cause players to think the tutorial popups are just telling players info they already know, and skip past them, potentially missing important information that they don't know.
additionally, you have tooltips! even the tooltips themselves can serve as a tutorial. just by reading them, I was able to figure out that my cards cost hp. the only thing you really need to tutorialize are the things the player potentially won't understand, like how your arrow notation works.
as for the "interactive" part of the tutorial you could briefly explain how things like shield and card refill work, but if you do, you should do it after the player experiences these things, especially in a safe environment like a tutorial where any misunderstanding would not cause any meaningful amount of failure. ideally the visual and auditorial design of the game should communicate this without the need for a tutorial.
I personally think it would also be good if the info from the tutorial could be viewed at any time through a ? menu or something, if you think the game is complex enough to need extensive tutorial. think about what information you might put in such a menu, and try to limit the tutorial to explaining such info. allow the rest to be communicated through gameplay (and tooltips).
