Card-draw enchantment doesn’t seem to do anything. Still beatable though.
Prioritize crit/quality enchantments when offered. The best combos are anything with earth (because slow buys time) and the fire+lightning knockback (also buys time). Amplifiers are very nice; other modifiers are weak.
Be aware not to use earth on 1st stage snake, or fire on red, or lightning on yellow, since it absorbs that to heal (same with poison on bone, but poison isn’t worth having in the first place). Keep them in hand for a later stage.