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True, but you do know there's a risk of running into Nemesis. If your deck can't handle Nemesis (or one of the other Elites), you shouldn't be fighting Elites at all.
Nemesis is a good test to see if your deck is built to handle every situation. In my opinion the best deck to beat Nemesis is a 20+ card deck with ~40% block cards, ~40% offensive cards and ~20% card draw + utility cards such as powers and debuffs. Yes you will sometimes lose to sheer RNG but this happens in every fight and having a balanced deck like this minimizes those odds not just for Nemesis but for all fights.
As a side note, poison turtle isn't a very good deck. There are several enemies in zone 3 that ramp up quickly and will smash through your defenses before you can grind them down with Caltrops/Fumes (unless you get some insane card+relic RNG like 5 energy, backflips a burst and a catalyst with snecko skull in which case it isn't a turtle deck anymore :D)
I mentioned the poison turtle archetype because, in my eyes, it's the type that is mostly likely to have a good chance against this opponent. Enemies with huge health pools that ramp quickly is an unfortunate case of Act 3 not really being balanced that well yet.
I'm not angry or disappointed about the Nemesis, because the game's still EA. The point of this thread is to make them aware that this is one enemy that would benefit from being tweaked.