Thanks for the reply!
On poison: One idea is to have effects, or at least poison, tick at the end of the player's turn instead of at the start of the turn. This would give the player an opportunity to use potential curing cards. Alternatively, enemies could apply it with an attack, similar to the goblins stealing. Something like half of unblocked damage is applied as poison (possibly without doing direct damage, depending on specific balance).
On goblins: I did notice the blocking thing, but a: bad luck happens, sometimes you get no blocks, and b: there could be some mental bias involved, but it still feels like they steal an awful lot of gold, and I feel like I frequently find myself ending goblin fights with zero gold.
Can goblins even make non-stealing attacks? Maybe let them synchronize attacks so only one goblin is allowed to make a stealing attack per turn.
On tf art: If planned animation is the main concern, one idea is letting (some) enemies leave static "corpses" after being defeated.