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Decks with high attack power will kill the enemy before its attacks become unmanageable. Decks with high Block will be able to prevent the damage for a long time, hopefully long enough to kill it. Decks with a decent mix of those will also work. As long as you're doing something right, it doesn't matter where you are on the spectrum, you should be able to win.
If your deck neither deals nor prevents much damage, then... you should lose, it's only natural.
Since the AI is pretty basic and predictable, once you know which mob groups you're fighting, it's a matter of if your run is good enough to where you can kill them fast enough before dying (assuming you understand the game mechanics).
The more you play, the more you have to choose cards/potions/relics knowing what you will most likely be running up against, and know when to attack, and when to block. For str stacking encounters, you have to take the early damage so it doesn't spiral (hehe) out of control. Also what comes into play is when to rest to keep full hp and when to upgrade cards.
All runs should not be successful though, and given the RNG in this type of game, I think the current setup is alright in that I've not really felt I lost a good run because I had an amazing deck/relics/potions and just didn't draw the cards I needed fast enough. Sure, I've gotten killed early on because I had a weak run, but that's part of the challenge.
It's always been more the issue of not having the cards/relics/potions in the first place, but that's to be expected. To really plow through things you do need some luck, but I don't feel like it's so random as to your strategy or play style doesnt have a meaningful impact.
I think that's by design.
The point of enemies building up Strength is that you're not supposed to let the fight drag on for an absurd number of turns. The Champ should never, ever be able to get to a point where he can deal 75 damage in a single turn.
These fights are there to test your ability to deal a reasonable amount of damage in a reasonable amount of turns. If you could debuff enemy Strength permanently and, if you want to counter Strength buildups, do it repeatedly... then all the enemies that can't buff their own Strength would become free kills after a few turns (they'd always deal 0 damage). And if you could counter enemy Strength gains, you could just go full Block all the time to become practically invincible, deal a bit of damage once in a while and eventually win any fight.
You're not wrong about Strength stacking being good... but you're implying that that's a bad thing. It's not. We want enemies to be able to do it.
It exhausts after casting, of course. Like I said, there aren't any reliable means to counter an enemy's Strength buildup because that's not something that we want. We want enemies to be able to build up Strength forever and we don't want a way to permanently cripple enemies that can't buff their Strength.