In other fantasy settings I don't enjoy playing clerics at all. 13th Age makes clerics fun for me. This book expands on that and adds some interesting spells and domains. I'm a fan of all 3 domains, but the luck one calls to me the most.
The spells are also interesting. They don't just do damage. There are some really interesting effects, like Divine Dominion where you might be able to take control of a target creature. I think my favorire spell is a damaging spell, but it uses the escalation die as a timer. Hallowed Ground is best when cast early on a boss and you will deal damage like a boss!
Well worth every penny.