Mangle and Pact's End both received damage buffs in v0.110, but their numbers answer different questions. Mangle asks whether one expensive targeted play is worth the turn. Pact's End asks whether you have already prepared its condition.

Compare usable cards, not maximum numbers

Beta Mangle's damage increased to 20, or 26 upgraded. Beta Pact's End increased to 18, or 24 upgraded, against all enemies. The inspected v0.111 notes do not add another change to either card.

Their underlying requirements still matter. The Mangle reference lists a three-Energy cost and temporary enemy Strength reduction. Pact's End costs zero but requires three or more cards in the Exhaust pile.

A zero-cost card that cannot activate is not free damage. A three-cost card that prevents a dangerous enemy turn may be doing more than its damage value suggests.

Mangle: inspect the intended target

Mangle concentrates its effect on one enemy. In a room with several attackers, decide which enemy creates the largest immediate problem, then account for the others.

Its temporary Strength reduction is most relevant to a turn where that enemy is attacking. Against an enemy preparing a non-damaging action, you may be paying mainly for the hit. Do not assume the defensive benefit persists into future turns.

With exactly three Energy available, Mangle leaves no normal budget for other cards. Compare the whole line with cheaper attacks and defense already in hand. It may be the correct play, but the damage buff alone does not settle that comparison.

Pact's End: check the pile before choosing the line

Count cards that are already in the Exhaust pile. If the count is two, identify a legal action that puts another card there before playing Pact's End. A planned Exhaust effect is not the same as a completed one.

Preparation can consume resources even though Pact's End itself costs zero. If reaching the threshold costs the card you needed for defense, the resulting group damage must justify that loss.

The Ironclad Exhaust build guide covers ways to make Exhaust useful throughout the deck. Drafting one payoff does not automatically give you that engine.

Which upgrade solves the next fight?

Each listed beta upgrade adds six damage to its card's hit. For Pact's End, that increase applies across affected enemies when the condition is satisfied. Mangle's existing upgrade also improves its temporary Strength reduction, so damage is not the only part to inspect on the card.

A stronger Pact's End still needs to be active in time. A stronger Mangle still needs three Energy. An upgrade elsewhere that fixes those practical limits can be more useful than raising a damage number.

A reward-screen decision

Choose Mangle when a difficult targeted attack turn is a recurring problem and the deck can pay for it. Consider Pact's End when Exhaust setup is dependable and group damage is missing.

If neither condition describes your deck, skipping may be reasonable. The current Expect a Fight guide covers a different expensive defensive option; it should be evaluated against the same actual hand and route constraints.