Beckon is not harmless deck clutter. It costs 1 Energy to clear from hand, but leaving it there costs 6 HP at the end of the turn. A deck with Exhaust, discard, transform, or another reliable cleanup method can stay in the fight much longer than a deck forced to pay for every Beckon normally.
Soul Fysh Boss Guide
Main vs Beta
This entry uses the Main database by default. The current Beta changes the values shown below.
How to Beat Soul Fysh
Treat Soul Fysh as a hand-quality and tempo check. Beckon and the other Status pressure make every extra cycle more expensive, while Fade creates a bad window for attack-based burst and Scream makes the following attack much more dangerous through Vulnerable. Either bring a real way to remove, discard, or transform Status cards, or keep enough damage that the fight ends before Beckons take over your draws and Energy.
What This Fight Tests
Soul Fysh uses Fade before returning to its attack cycle, gaining 2 Intangible. If most of your damage depends on one large attack or one assembled burst turn, you need a way to delay or line that payoff up instead of drawing it into the Intangible window.
Scream deals damage and applies 3 Vulnerable. The dangerous part is not only the Scream itself; the next attack arrives while that Vulnerable is still active. Make sure the deck can survive that follow-up instead of spending the whole safe window on damage.
Soul Fysh does not need conventional Strength scaling to beat a slow deck. Repeated Status generation can destroy draw quality, consume Energy, and drain HP. If you cannot control the Status cards, shortening the fight becomes part of the defensive plan.
Key Decisions
When Beckon reaches your hand, paying 1 Energy preserves HP but weakens the rest of the turn; keeping it saves Energy but costs 6 HP at end of turn. The right answer depends on whether that Energy produces enough damage or defense to justify taking the HP loss. I do not automatically play every Beckon.
Fade gives Soul Fysh 2 Intangible, so a large attack-based payoff can be almost completely wasted if it arrives at the wrong time. Use that window for setup, defense, draw fixing, or Status management whenever possible, then convert damage after Intangible expires.
Scream applies 3 Vulnerable, so I judge the following attack before committing the current hand to offense. A deck that comfortably blocks ordinary De-Gas damage may suddenly take a much larger hit while Vulnerable is active.
If the deck can repeatedly Exhaust, discard, or transform Status cards, Soul Fysh becomes much more manageable because its main source of long-fight pressure stops accumulating. Without that control, every extra cycle makes the deck less reliable, so damage speed matters far more.
Moves
Beckon
BECKON De-Gas
DE_GAS Gaze
GAZE Fade
FADE Scream
SCREAM Attack Pattern
CycleBeckon → De-Gas → Gaze → Fade → Scream → repeat
View pattern states
Soul Fysh Fight Plan
The raw move pattern tells you what is coming. This plan focuses on what I want the deck to accomplish before each dangerous part of the fight.
Beckon setup
Use the opening Status turn to establish useful setup while deciding how the deck will handle Beckons for the rest of the fight.
- Identify the Status answer immediately. Exhaust, discard, transform, card generation, and raw damage all solve Soul Fysh differently, so know which plan your deck is actually using.
- Use the opening non-attack turn for high-value setup when possible, but do not add slow setup that leaves no answer for the attacks that follow.
- If your deck has no reliable Status control, begin treating damage as a clock now. The first Beckon is manageable; repeated Beckons are what eventually break the deck.
- Assuming Beckon is harmless because it does not deal damage when added.
- Using the opening turn on speculative setup when the deck still lacks enough damage or defense for the first cycle.
Status and Intangible cycle
Keep functional hands through De-Gas and Gaze, then avoid wasting your primary damage during Fade.
- Clear or filter Status cards before they replace the Block, damage, or engine pieces needed on an attack turn.
- During Fade and its Intangible window, shift value toward setup, defense, Status cleanup, passive scaling, or preparing damage for the turn after Intangible.
- If your deck has passive output such as Orbs, continue building that output even when immediate attack damage is inefficient.
- Spending too much Energy clearing Status cards and then having no meaningful turn left.
- Drawing the deck’s only major damage payoff while Soul Fysh is Intangible with no way to preserve or recover it.
Scream and conversion
Survive the Vulnerable window, then end the fight before another Beckon cycle further damages draw quality.
- After Scream applies Vulnerable, reserve enough defense for the follow-up attack instead of assuming the current HP total makes the next turn safe.
- Once Intangible is gone, convert stored scaling and prepared damage aggressively. This is not a matchup where redundant setup should continue forever.
- If Status control is weak, accept some controlled HP loss from Beckon when spending that Energy on damage ends the fight materially sooner.
- Blocking Scream comfortably and forgetting that Vulnerable remains for the following attack.
- Extending a nearly won fight just to avoid taking a small amount of HP loss from a Beckon.
Dangerous Turns & Windows
Beckon is a 1-cost Status that costs 6 HP if it remains in hand at the end of the turn. Repeated copies attack both draw quality and Energy efficiency even before Soul Fysh deals direct damage.
Gaze deals 7 damage normally or 8 on Ascension while also adding more Status pressure, then Fade gives Soul Fysh 2 Intangible. A poor draw here can both hurt your hand quality and delay your damage.
Fade grants 2 Intangible. Large attacks and other immediate damage payoffs lose most of their value during the Intangible window.
Scream deals 13 damage normally or 15 on Ascension and applies 3 Vulnerable. Because the cycle then returns toward Beckon and De-Gas, the next meaningful hit can become the fight’s largest defensive check.
How to Prepare for Soul Fysh
I use these checks before committing the final rewards, upgrades, shop purchases, and potions leading into the Boss.
What does my deck do with Beckon?
The deck can repeatedly Exhaust, discard, transform, or otherwise filter Status cards, or it has enough damage to finish before repeated Beckons materially damage the draw cycle.
Paying 1 Energy for every Beckon is technically an answer, but it can leave too little Energy for damage and defense as the fight continues.
Can I finish before the Status tax overwhelms me?
The deck has enough repeatable damage or scaling that Soul Fysh does not get unlimited cycles to add Beckons and other Status pressure.
A deck with no Status control needs a much faster damage clock than a deck that can clean its draws.
Can my damage avoid the Intangible window?
The deck deals damage consistently across several turns, uses passive scaling, or can retain, redraw, recur, or otherwise delay an important payoff until Fade is no longer protecting Soul Fysh.
A single large damage card is unreliable if drawing it during Intangible removes the deck’s best chance to finish the fight.
Can I survive the attack after Scream?
The deck has enough Block, Weak, HP, or another defensive line to handle the follow-up attack while 3 Vulnerable is still active.
Evaluating each attack only by its printed base damage understates the danger created by Scream.
Can I still reach important cards after Status cards enter the deck?
Draw, filtering, Exhaust, discard, transform, or card generation keeps the deck functional even when several low-value cards compete for hand space.
The main failure mode is often not lack of good cards but failing to draw those cards on the turn they matter.
Can I deliberately spend HP to preserve tempo?
The deck has enough current HP that occasionally leaving a Beckon in hand for 6 HP is acceptable when the saved Energy materially improves damage or survival.
Taking every Beckon hit is unsustainable, but paying every Beckon is not automatically correct either. HP and Energy are both resources in this matchup.
Soul Fysh by Character
The Boss does not change between characters, but the part of the fight that matters most often does. These notes focus on what each character should adjust rather than repeating the general strategy.
Ironclad has one of the clearest answers to Soul Fysh because Exhaust can remove Status cards instead of paying their Energy cost. Second Wind, True Grit, and similar cleanup protect draw quality, while Beckon’s end-of-turn HP loss can also interact positively with self-damage packages when the deck already has those payoffs.
- Use Exhaust to remove Beckons and other unwanted cards before they repeatedly interfere with important draws.
- Treat mass Exhaust as both defense and card access: removing Status cards makes later turns much cleaner.
- If Rupture or another self-damage payoff is already online, Beckon HP loss can sometimes be converted into value instead of automatically being avoided.
- Do not take unnecessary Beckon damage just to trigger synergy when ordinary Exhaust already solves the hand cleanly.
- Spending 1 Energy on Beckon when an Exhaust effect could remove it while producing Block or another useful effect.
- Forcing self-damage synergy when HP is already low and the fight can simply be finished safely.
Silent does not need to remove every Status permanently if she can keep them from ruining the current hand. Draw plus discard is the practical answer: Tools of the Trade can continuously filter Status cards, while Acrobatics and Prepared improve access and let Beckons leave the hand without paying their normal Energy cost.
- Value draw and discard as matchup tools, not only as formal discard-engine pieces.
- Use free or cheap discard to remove Beckons from hand instead of spending Energy playing them.
- Preserve access to defense for the Scream follow-up rather than cycling only for damage.
- Keep enough repeatable damage that the fight still ends before repeated Status generation overwhelms the deck.
- Drawing many cards without enough discard or Energy to turn the larger hand into a functional turn.
- Treating Status filtering as solved just because one discard card exists somewhere in the deck.
Defect has unusually strong Soul Fysh tools. Flak Cannon can turn a Status-heavy deck state into immediate value, Compact can convert Status cards instead of merely tolerating them, and Orbs continue creating or preparing output without depending entirely on clean attack draws. Dark Orbs are especially comfortable with Fade because they can keep charging while Soul Fysh is Intangible.
- Value Flak Cannon highly when Soul Fysh Status pressure is a real problem for the current deck.
- Use Compact when the deck can deliberately convert Status cards into a productive turn rather than treating them only as clutter.
- Let Orb output reduce dependence on perfect hand quality.
- If using Dark Orbs, allow them to charge through the Intangible window and Evoke when Soul Fysh can actually take meaningful damage.
- Evoking a prepared Dark Orb into Intangible simply because it reaches the front of the queue.
- Adding generic cards when one matchup-specific Status answer would solve the actual problem.
Necrobinder can use Cleanse and Seance to remove Status cards before they ever reach the hand, which is valuable because those tools can inspect the draw pile. The limitation is speed: removing one Status at a time may not keep pace forever, so the deck still needs enough Osty, attack, or Doom pressure to close the fight.
- Use Cleanse or Seance proactively when they can remove a Status from the draw pile before it damages the next hand.
- Do not mistake single-card cleanup for permission to let the fight run indefinitely.
- Keep enough immediate damage or Osty pressure that Soul Fysh cannot simply generate Status cards faster than you remove them.
- If Doom is part of the plan, make sure the delayed clock actually ends the fight before hand quality deteriorates.
- Spending too many turns cleaning one Status at a time while damage falls behind.
- Building a slow Doom plan without checking whether the deck can function through repeated Beckon cycles.
Regent can answer Soul Fysh by transforming Status cards rather than paying their normal tax. Charge, Be Gone, and sometimes Guards can convert bad cards into useful resources, while card generation helps maintain functional hand size when Status cards weaken normal draws. This lets Regent turn Soul Fysh’s main pressure into a resource-management problem instead of pure attrition.
- Use transform effects on Status cards when they produce more value than simply spending Energy to play Beckon.
- Treat card generation as consistency support when normal draws are being diluted by Status cards.
- Use Fade as a setup window for resource generation rather than wasting a large Sovereign Blade or other attack payoff into Intangible.
- Once enough Stars, Blade scaling, or other damage is ready, convert it into a kill instead of continuing to generate resources.
- Transforming useful cards while low-value Status cards remain available as better targets.
- Spending the Intangible window on attack damage when it could instead prepare the next conversion turn.
Common Soul Fysh Mistakes
These are the decisions that can make a deck look strong on paper but still fail this specific fight.
Automatically paying for every Beckon
You spend 1 Energy on every Beckon simply because leaving it in hand costs HP.
Energy is also a survival resource. Paying several Status taxes can remove the Energy needed to Block or finish the fight, sometimes costing more HP than accepting one controlled Beckon trigger.
Compare the resources on the current turn. Play or remove Beckon when the HP protection matters; accept the 6 HP loss when the saved Energy creates a clearly stronger defensive or finishing line.
Treating Beckon as ordinary harmless clutter
You ignore Status control because Soul Fysh itself does not appear to scale aggressively.
Repeated Status cards reduce draw quality, consume Energy, and can deal HP loss from hand. The deck becomes less functional with every additional cycle even without enemy Strength scaling.
Either establish a repeatable cleanup plan or deliberately shorten the fight. Do not enter an attrition fight without the tools to support it.
Using the main damage payoff during Intangible
Your best attack or burst combo appears during Fade, so you play it rather than waiting for a better window.
Intangible reduces immediate damage so heavily that the deck may lose its best finishing opportunity while accomplishing almost nothing.
Use Fade for setup, defense, Status control, or passive scaling. Retain, recur, redraw, or otherwise delay important damage until Intangible expires when the deck allows it.
Forgetting the attack after Scream
You block Scream itself and then spend the next hand aggressively because the immediate damage looked manageable.
Scream also applies 3 Vulnerable. The follow-up attack happens while that debuff is still affecting incoming damage, making the next defensive check significantly more dangerous.
Plan the Scream turn and the following attack as one defensive sequence. Preserve enough Block, Weak, HP, or potion value to cover both.
Cleaning Status forever instead of winning
Once you find a Status answer, you spend every cycle maintaining a perfectly clean deck while adding little damage.
Status control makes the fight sustainable, but it does not itself kill Soul Fysh. Repeated cycles still create more opportunities for bad draws and HP loss.
Use cleanup to protect the deck’s functional turns, then convert that stability into damage. Once the fight is under control, finishing is the next job.