Overall, I wouldn't recommend.
Big Warning: only 3 levels. Really short DLC. Probably wouldn't recommend on that basis alone (unless on significant sale, like maybe $1.99?).
The gimmick: You play the "good" guys (mostly) and have to coordinate with your "evil" army. Overworld building "good" colonies much like Warcraft 3 and other similar RTS games (lots of warcraft references in game).
The positive: Solid premise, art is great as usual, balancing of "good" armies so that you can't just build up till you're OP. There's enough differentiation between "good" and "evil" play that it feels fresh to play as "good". And props for trying for a really flushed out new system (the "good") in a single xpac.
The negative: Really bad design/execution of the whole "good" side of things (which is really bad since it's most of this xpac). No hotkeys for buildings, lots of very clunky UI (for example: you want to cast a portal spell? ok, go find the portal building, click on that, select the portal ability, go find where you want to drop the portal, and click there. Instead of, you know, putting portal on the magic bar). It's like they had a RTS game that had a pretty solid UI (minus bugs) and decided to abandon it for this xpac. And building placement is abysmal. Just no rhyme or reason to why you can put a building in one place but not another. No grid, no snap for uniformity, just weird, patchy areas you may or may not be able to build in so good luck fitting in all those buildings. Whoever designed this needs to play the RTS games their lampooning and learn what works, and what doesn't.
The flow of the whole things is horrible. Lots of resource bottle necks where you're just staring at a counter waiting for it to go up so you can build the thing you need to actually get to playing the game. Resource generation totally unbalanced. Also, you don't level by fighting as the "good" guys, you level up by, wait for it, standing around and waiting to use a level up building one at a time for each of your mobs. It' feels like a series of hurry up and wait mechanics put in by devs that got laid off from their freemium mobile gaming app gigs and got hired to make this xpac.
Combat is not as good as the base game. As the "good" guys, you're repelling attacks from enemies. Dungeons has never had good combat management (more of a "build up and army and swarm" feel to it) but that was fine because enemies attacking in the dungeon could be forced through a series of traps and armies could be picked up by the hand of evilness and dropped anywhere on the map. As "good" guys, you have to run around and deal with attacks without the benefit of traps (just towers that are expensive and generally suck - no walls, btw, just towers that get mobbed down quick). And because of this, the lacking combat system really shows.
Also, the attacks by enemies are frenetic. Just spawned in enemies, no rhyme or reason, sometimes multiple packs at a time hitting your base. Is the enemy accumulating resources? Building up attacks in waves? Building a base? No, none of that, just spawned in laziness and horrible warning system (sometimes the narrator will tell you that your base is under attack...sometimes not - just on you to keep your focus on the minimap to see when enemy blips are in your camp.)