Soul Fysh
Manage Beckon without destroying your Energy and draw quality, avoid wasting major damage into Fade, and prepare for the attack after Scream.
Start with the Boss your run is actually heading toward. Each guide focuses on the decision that changes the fight: what your deck needs, which turn matters, what to kill first, and when normal card value changes because of the matchup.
Do not ask only whether your deck is strong enough . Ask what the next Boss specifically punishes. One fight may test frontload, another may test card access, another may require a precise kill order, and another may punish your strongest damage card if it arrives on the wrong turn.
This Hub keeps one strategy Owner for each Boss encounter. Open the relevant guide below, identify the matchup weakness, then use Card Picks or the Deck Evaluator if the deck still needs an adjustment.
Do not prepare for every possible Boss in the same way. Open the fight you are actually approaching and check the one mechanic that can force a card pick, potion hold, rest, damage threshold, or different turn sequence before the end of Act 1.
Manage Beckon without destroying your Energy and draw quality, avoid wasting major damage into Fade, and prepare for the attack after Scream.
Kill fast enough to control Steam Eruption, but do not take lethal until you know how the deck survives the post-kill explosion.
Turn the three sleeping turns into meaningful scaling, then finish before repeated Soul Siphons make ordinary Attacks and Blocks too weak.
Strip Slippery with repeated damage instances before spending your largest attacks, then reserve enough defense for Dismember.
Race the first phase to the transition threshold, then solve the Ringing Stomp with one dense defensive card instead of several small plays.
Reduce enemy count immediately by killing the Followers, survive the early Frail pressure, then handle Kin Priest as the easier solo fight.
Do not prepare for every possible Boss in the same way. Open the fight you are actually approaching and check the one mechanic that can force a card pick, potion hold, rest, damage threshold, or different turn sequence before the end of Act 2.
Route each Curse of Knowledge around the resource your deck can afford to lose, then switch to a damage race after the third curse.
Use cheap Frantic Escapes to buy time early, then stop preserving every Escape once second-cycle Status pollution becomes the bigger problem.
Control facing, usually remove Rocket before repeated Laser checks, and never trigger the survivor Strength bonus without checking the next intent.
Do not prepare for every possible Boss in the same way. Open the fight you are actually approaching and check the one mechanic that can force a card pick, potion hold, rest, damage threshold, or different turn sequence before the end of Act 3.
Use the setup window to establish a real engine, then make sure that scaling can actually convert into damage before the fight outpaces your deck.
Remove Torch Head first by default, keep functional card access through Bound, then finish Queen before Strength-scaled multi-hits become unmanageable.
Solve three different fights in sequence: Phase 1 frontload, Phase 2 escalating multi-hit damage, then Phase 3 Intangible timing and Burn consistency.
A strong deck does not need every answer. It needs enough damage, defense, and card access to survive the exact mechanic that can end the current run.
Can your deck end an urgent phase, remove a minion, or delete a dangerous target before slow scaling becomes a liability?
Can you survive the fight’s real danger turn, or does your Block only work when several ideal cards arrive together?
If the Boss fight lasts, does your damage or defense improve quickly enough to keep pace with healing, Strength, Status cards, or repeated phases?
Can you find the important Block card, payoff, Weak source, retained card, or setup piece on the exact turn where the fight needs it?
Will Burns, Wounds, Beckons, Frail, Weak, Bound, or another mechanic break the turns your deck normally depends on?
If one turn is especially dangerous, decide before the fight whether a potion is covering that turn instead of spending it casually earlier in the Act.
The strategy layer should not silently mix two versions of the game. Current Main data is v0.107.1 while the current Beta branch is v0.111.0 . HP, move values, Powers, and the resulting matchup judgment can be reviewed separately when Beta changes matter.
Only when the card fixes a real weakness in your current deck. A matchup card is valuable when it changes an otherwise dangerous turn or phase, but weakening the rest of the deck for a narrow counter is usually unnecessary if your existing engine already solves the fight.
Usually not by itself. HP tells you how much damage the deck eventually needs, but the decisive question is often whether you can produce that damage before a specific phase, scaling loop, Status problem, or large attack becomes dangerous.
They are multi-enemy Boss encounters. The strategy depends on kill order, simultaneous intents, and encounter-level mechanics, so one Owner guide is more useful than splitting the same fight across separate strategy pages.
No. Elite fights often reward immediate tempo, while Bosses can test a different weakness such as sustained scaling, one-turn defense, card access, Status handling, multi-target control, or damage timing.
Use Main data when playing the current live Main branch. Beta information is kept separate because HP, moves, Powers, and matchup judgments can change before a Beta update reaches Main.