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Good Luck & Have Fun
Building on this:
1) you can intentionally sacrifice something to the trap other than the card that killed it if you have a way to attack diagonally (or using the Alpha's Pack Leader sigil to make a non-aggressive card able to attack a trap) -- a beaver with Bifurcated Strikes, for example, will get you 2 "free" pelts. This is where you want cards that return to your hand, generate other cards, or even squirrels so that you can turn them into pelts.
2) your pelts will be used in the second phase of the boss fight, but remember to stop and think about the core rules of the game when you make your decisions in that phase -- it may be tempting to go "all out", but if you make good selections (and have a well-built deck) you only need 1 pelt to easily defeat the second phase. You should by now be able to guess the interplay between the first and second phase of the boss; if you haven't seen it yet I don't want to spoil it for you but the hint is: think about the character you're fighting and how they work elsewhere in the game -- the first phase of the fight looks like a "filter" challenge but it's also an opportunity to set yourself up for an easy win in the second phase. But that only works if you focus not on the boss gimmick but on the rest of the fight -- which lane/s you want to attack to tip those scales. If you play well you should have lots of options; but you only need 1 good option to win.
On a more general note: a "good deck" doesn't just mean powerful cards; it means having reliable access to powerful cards that you can actually play. If your powerful cards cost 2 blood or more, then you'll need "sacrifice fodder" cards (Black Goat or its Worthy Sacrifice sigil is commonly pointed to as the go-to; but there are many other options -- beehives are great because the bees are free and can easily be combo'd off of; the Undying sigil is also great if you can slap it on a cheap or better yet free card so that you have a re-usable sacrifice which fulfills the same function as the Black Cat's sigil Many Lives but with the added bonus of also being able to use the card as a blocker... remember that you can use the "utility" sigils on other cards for synergies too; you want to create cards with abilities that work more than once.)
As a second general note: Inscryption is a game about understanding mechanics. It's not really a deck builder, it's a puzzle game wrapped up in the trappings of a deck builder (and with a strong narrative backbone -- as much as it might not feel like it, the section that you're playing through right now is HEAVILY rigged in your favour; you'll find out just how much so if you play the Kaycee's Mod 'bonus chapter'/postgame.) A word of warning without spoiling anything: if you think the Trapper fight is ♥♥♥♥♥♥♥♥, the next boss you'll fight is worse; you need to either build your deck so that you can react to anything the game throws at you, or else build a brokenly powerful card that is guaranteed to win you the game as soon as the fight starts (and yes this is very possible to do -- there's a mechanic to ensure that at least one of your starting cards can be played on the first turn; if you intentionally build your deck so that you only have 1 card which fits that requirement then you'll be guaranteed to draw it every first turn and then you can build it to have game-winning abilities and/or sheer damage, since you always get a "free" attack opportunity on the first turn.)
Once you get past the current boss fight, and the boss after that, the game will open up a lot more -- not only will you have a whole bunch of new cards and strategies and mechanics to play around with, it'll also change how you progress and you won't be restarting from "scratch" after losing fights. A lot of people complain about that change but I suspect you'll enjoy what happens; it makes the game into a genuine deck builder rather than the weird roguelite-puzzle-deckbuilding-metaprogression hybrid that you're currently playing. It will not only let you play around with card synergies and deck construction, it will make those parts of the game the forefront and give you control over them, making it easy to experiment or to change up your strategies (and you'll need to do that to progress, because again how you progress will also change at that point.)
So it's definitely worth taking a breather, thinking about how to beat your current puzzle, and how to build cards and decks that can consistently handle the various challenges/puzzles you've seen so that you can reliably reach new and novel challenges. It's not just how you get through the phase you're in, it's great practice for later parts of the game too!
Indeed, Trapper is the fight that is all about focusing on your win condition rather than the current state of the board. I've beaten that fight without doing anything to the frogs; just use the open lane to deal damage directly. There's a trap placed from the start of the fight too, so you can sacrifice a 1-damage card to that trap to get your pelt + another lane to attack through.
Then, in the second phase, you just open up the lanes in front of your existing damage-dealer cards and that's GG.
One more note about Beaver: try the Pack Leader (from the Alpha) card on it for a hilarious result. Beaver is an underrated card, it's not top-tier because it's a 2-blood but if you can set up to support it, you can really take advantage of its dams to maximise the use of powerful sigils.
It's worth noting that the rare card Daus is a direct upgrade from Beaver. Daus with Pack Leader and a Bell Tentacle is the funniest way to curb-stomp a fight.
Pack leader is pretty good on it, really turns it into quite the one card field and put out damage faster then making ♥♥♥♥♥♥♥♥! Dunno if I agree with Daus as a direct upgrade. The bells lack the beef of the dams or ♥♥♥♥♥♥♥♥ though the strike pack is pretty good. More aggressive side grade I'd say.
Edit Hahaha the upgraded beaver dam name is getting censored. Now that's funny.