Act 3 - The Beyond
The final stretch. Enemies are brutal and your deck must be fully formed. Every decision matters as you approach the Spire's peak.
🎯 Strategy Overview
Act 3 is the final test. Your deck should have a clear win condition, reliable block, and answers for the specific boss you're facing. Focus on consistency over raw power.
📋 Priorities
- 1 Deck consistency (card draw, energy generation)
- 2 Boss-specific preparation (check which boss you'll face)
- 3 Scaling that can handle 300-500 HP bosses
- 4 Status card management (Burns, Wounds, Dazes, Voids)
- 5 Strategic resting vs upgrading at campfires
⚔️ Elite Encounters
Giant Head
❤️ 500Has Slow — gains 1 Strength for every card you play each turn. Massive HP pool (500). Pure endurance/scaling check.
Count (does nothing, counts cards played) → Glare (12 dmg + Weak) → It Is Time (30+ dmg, increases with Strength)
Play as FEW cards as possible per turn to minimize Strength gains from Slow. You need strong scaling to deal 500 damage. Quality over quantity.
Nemesis
❤️ 185-200Goes Intangible (reduces ALL damage to 1) every other turn. Adds Burns to your deck. Scythe attack deals 45 damage.
Attack (45 dmg) → Intangible turn (add 5 Burns) → Attack → Intangible → ...
Only deal real damage on non-Intangible turns. Multi-hit attacks get maximum value (each hit reduced to 1 vs Intangible). Block heavy on attack turns.
Reptomancer
❤️ 190-200Summons Dagger minions (25 HP each, deal 9 damage + 1 Wound). Can summon up to 4. If 4 daggers are alive, uses Big Bite for 30 damage.
Summon 2 Daggers → Snake Strike (16x2) → Summon more → Big Bite (30) if 4 daggers alive
Kill the Daggers immediately! They deal significant damage each turn and Wounds clog your deck. AoE is amazing. Don't let 4 Daggers accumulate.
👹 Boss Encounters
Awakened One
❤️ 300 (phase 1) + 300 (phase 2)
Phase 1: Gains 2 Strength per Power you play. Uses Slash (20) and Soul Strike (6x4). Phase 2: Heals to full, becomes more aggressive but no longer punishes Powers.
Time Eater
❤️ 456
Counts cards played. After every 12 cards, cleanses debuffs, heals 32 HP, gains 2 Strength, and ends your turn immediately. Hits harder below 50% HP.
Donu and Deca
❤️ 250 each
Donu (circle): buffs 3 Strength to both, deals damage, applies Block. Deca (decahedron): applies 2 Vulnerable/Frail, deals damage. Both scale endlessly together.
⚠️ Common Mistakes
- ✗ Not checking which boss you'll face — plan around it
- ✗ Still adding mediocre cards — skip rewards if nothing helps
- ✗ Resting when you should upgrade — upgrading is usually better
- ✗ Ignoring card removal — your deck should be tight by now
- ✗ Not having an answer for the Act 3 boss mechanics
💡 Tips
- ▸ Act 3 hallway fights can end your run. Don't be greedy with pathing.
- ▸ Campfires are precious — upgrade key cards for the boss.
- ▸ If you're going for the Heart, remember you need all 3 keys.
- ▸ Elite rewards in Act 3 are the best but the fights are brutal.
- ▸ Your deck is mostly final — focus on polish, not new additions.