Boss database
Act 2 Boss Prep
Mid-run damage, block, and scaling audit
Act 2 Boss Prep turns mid-run boss footage into a practical checklist for decks that are not finished yet.
Immediate output before scaling
Bad-hand block and recovery
Mid-run checklist
Act 2 bosses punish decks that look promising but are not yet reliable. The preparation page should ask whether the deck can block while developing, deal damage without perfect setup, and recover when the first payoff card arrives late.

- Check whether the deck has damage on non-perfect hands.
- Keep one defensive plan that works before scaling is online.
- Use potions to bridge the turn the engine cannot cover yet.
Reward discipline
Mid-run rewards should be scored by what they fix before the boss. A speculative synergy card can be worse than a plain card if the deck is still missing damage, block, draw, or a bad-hand answer.
Act 2 readiness checklist
Act 2 Boss Prep should catch decks that are promising but incomplete. Exact boss numbers remain needs verification, so judge the deck by whether it can handle a mid-run pressure window before its final engine is assembled.
- Immediate output: the deck can deal damage before all scaling is online.
- Bad-hand defense: the deck blocks when the payoff card arrives late.
- Bridge tools: potion, relic, or draw smoothing covers the weak turn.
What to add before the boss
The best Act 2 rewards patch one missing job without making another job worse. Frostwall-style defense, Quick Study-style draw, Spine Coil-style boss relic decisions, and practical damage all belong in the conversation only when they solve the next boss window.
Common mistake
The common mistake is treating Act 2 as if the deck has already become its final version. If a synergy card, relic, or route choice needs several more rewards before it works, it should not be allowed to weaken the next boss hand.