>>715967693Dont play for the late game in act 1. Focus on what is ahead of you first and foremost
If your deck is good at act 1 and 2 that means you can fight more elites, upgrade more, take on more hallway fights for card rewards and money, and preserve potions. Potions are really OP and saving the right one is crucial. Saving an artifact potion for the hearts vulnerable on turn 2 for example is game-changing. Saving a draw potion and or a gamblers brew for turn 2 of spear and shield matters a lot. Taking 20+ damage to preserve a potion can be worth it.
If your deck is strong enough to face what is ahead and/or you truly dont have another viable pick feel free to get an early feel no pain or something. It does help a lot, but dont go overboard. Dont try to solve the late game in the early game since the early game is harder. You walk into act 2 with full scaling and congrats, you die
Solving the late game isnt "hard", you can do it in many ways. You dont need dark embrace corruption. You dont need a barricade, you dont need strength. Sometimes duping a feel no pain in the heart fight is enough. Sometimes walking into the heart fight with 150 max hp from feed and no scaling block or strength is fine. You tank what you cant block.
Dont be to caught up on 1 or two startegies because the heart isnt that hard in reality. If you avoid vulnerable and weaken the heart their attack of 62 is only 30 something. If you disarm- the multihit with weaken its already at 0. If you just facetank 15 damage with self forming clay you now have 45 block next turn.
Doing something with feel no pain is generally easier than doing something like barricade entrench, but picking up a speculative barricade is quite good a lot of the time since it usually plays. Most decks usually have a lot of block and so you can also take a body slam for damage
Your act 1 feel no pain, act 1 boss reward barricade, and your later pickup of second wind, fiend fire, sever soul now wins 1/2