Is the slime supposed to always get all of it's goo curses in every round? Seems antithetical to the deckbuilding and combo making, that this monster gets to cheat the shuffle and negates your combos before you make them.
Yes, although I'm happy to revisit this if it's not fun. The Slime's curses always shuffle to the top of the deck, but also have a fairly weak debuff that only triggers on combo instead of match. So the idea is basically that the Slime bogs you down and makes it difficult to put combos together.
I have noticed in playing that this is by far the least fun enemy to go up against though, so I think I'll tweak it a bit, possibly at the very least by removing one of its curses so it doesn't quite as totally take over your deck.
once the enemies damage gets to 40+ there's really no strategy other than having only cloaks. which would make for an absolute slog to deal 200 damage.
a few suggestions:
-expand board to have more matches as levels go down.
-expanding permanent buffs beyond wine and potion, perhaps more ways to spend coins
-multiplier applies to defense and healing and maybe coins

Thank you, yes I agree that the late game needs more balance. Applying the multiplier to buff effects is a good idea and I think it will help a lot. I'd like ta also add artifacts that can have passive effects or effects at the start of a new combat, which should help the player survive better. I will also be adding more features to the map, like rooms where you can heal back up to full.
Having more matches is an interesting idea, it would make things slightly more difficult in theory but since it would allow additional cards to be played you're right it would increase your chances of survival if played well.