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Santa

Playstyle: Balanced · Complexity: 2/6 · Santa vs Krampus

Who is this character?

A jolly token machine: Cheer fixes the dice, Egg Nog pays for everything – he simply out-generates you.

How to play Santa

If after roll 1 5× Star for Comfort and Joy! are reachable. Keep 5× Star and reroll all dice not needed, aiming at Comfort and Joy! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Naughty or Nice. Comfort and Joy! deals a documented 10 damage, so the 5 committed dice stay on the table.

Early game: Build Cheer and Egg Nog while using Trim Your Tree instead of risky high rolls.

Mid game: Convert resources into Holly Jolly or Naughty or Nice and adapt to healing/block.

Late game: Secure the ultimate or Comfort-and-Joy bonus phase to close; use healing to cover the defensive gap.

If after roll 1 2× Axe + 2× Bell + 1× Star for Naughty or Nice are reachable. Keep 2× Axe + 2× Bell + 1× Star and reroll all dice not needed, aiming at Naughty or Nice (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Comfort and Joy!. Naughty or Nice deals a documented 11 damage, so the 5 committed dice stay on the table.

Fireside Chat 'loses' profitably: 8 damage + Egg Nog often beats the 6-damage win.

Playing Festivities in close duels – the CP gift to the opponent is real.

Rerolling Cheer for tiny improvements instead of saving the set-to-6.

Strengths

  • Cheer: 1 token = a reroll, 3 tokens = set any die to a 6
  • Egg Nog (spend 3): 2 undefendable OR 2 healing + CP/card
  • Trim Your Tree scales steeply: 4/6/8
  • Comfort and Joy!: 10 damage + a full bonus attack phase

Weaknesses

  • Egg Noggin' It prevents NOTHING – just token restock
  • Festivities and Naughty or Nice gift the opponent CP/Cheer

Key attacks

  • Trim Your Tree
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🪓 Axe is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🪓 Axe · 4 damage

  • Festivities
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 3× 🪓 Axe + 2× ★ Star is missing after roll 1 (31% across all three rolls); otherwise you give up an already safe route.

    3× 🪓 Axe + 2× ★ Star · about 9 damage

  • Fireside Chat
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× 🔔 Bell is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.

    4× 🔔 Bell · about 7 damage

  • Naughty or Nice
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 🪓 Axe + 2× 🔔 Bell + 1× ★ Star is missing after roll 1 (51% across all three rolls); otherwise you give up an already safe route.

    2× 🪓 Axe + 2× 🔔 Bell + 1× ★ Star · about 11 damage

  • Rosey Cheeks
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.

    Small straight (4 in a row) · about 8 damage

  • Holly Jolly
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× ★ Star is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× ★ Star · 6 damage

  • Reindeer Games
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.

    Large straight (5 in a row) · about 9 damage

  • Comfort and Joy!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× ★ Star (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× ★ Star · 10 damage

Key statuses & resources

  • Cheer: Max 3: 1 = reroll a die, 3 = set a die to 6. Rosey Cheeks/Reindeer Games add +1 per held Cheer. Rosey Cheeks, Holly Jolly +2, Reindeer Games, a Fireside Chat win, Egg Noggin' It per star. The 3-token fix for 4× star chases and the ultimate – rerolls only when a turn depends on it.
  • Egg Nog: Max 5: spend 3 and roll – 1–3: 2 undefendable (isolated source), 4–5: 2 healing + 1 CP, 6: 2 healing + a card. Usable any time. Festivities +2, Holly Jolly +3, Reindeer Games +2, a Fireside Chat loss, Egg Noggin' It per bell, ultimate +4. At 5 dump 3 immediately – the stack overflows otherwise; every result is value.
  • Cheer max 3; Egg Nog max 5. Both are pools, not statuses on the opponent.
  • Exact duration/removal of non-damaging card/token effects is kept to the internal set sources; no extra status effect is inferred.
  • 3 Cheer = set-a-die-to-6 fix; 3 Egg Nog = usable roll; 5 Egg Nog = spend before overcap.
  • 4 stars and 5 stars are the relevant undefendable/ultimate thresholds.
  • Cheer: Rosey Cheeks, Holly Jolly +2, Reindeer Games, a Fireside Chat win, Egg Noggin' It per star.
  • Cheer: The 3-token fix for 4× star chases and the ultimate – rerolls only when a turn depends on it.
  • Egg Nog: Festivities +2, Holly Jolly +3, Reindeer Games +2, a Fireside Chat loss, Egg Noggin' It per bell, ultimate +4.
  • Egg Nog: At 5 dump 3 immediately – the stack overflows otherwise; every result is value.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🪓 Axe · 3/6 (faces 1, 2, 3)🔔 Bell · 2/6 (faces 4, 5)★ Star · 1/6 (faces 6)

Level I abilities

  • Trim Your Tree
    Normal
    Dice requirement:
    3× 🪓 Axe
    Damage/healing:
    4 damage
  • Festivities
    Normal
    Dice requirement:
    3× 🪓 Axe + 2× ★ Star
    Damage/healing:
    about 9 damage
  • Fireside Chat
    Undefendable
    Dice requirement:
    4× 🔔 Bell
    Damage/healing:
    about 7 damage
  • Naughty or Nice
    Normal
    Dice requirement:
    2× 🪓 Axe + 2× 🔔 Bell + 1× ★ Star
    Damage/healing:
    about 11 damage
  • Rosey Cheeks
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    about 8 damage
  • Holly Jolly
    Undefendable
    Dice requirement:
    4× ★ Star
    Damage/healing:
    6 damage
  • Reindeer Games
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    about 9 damage

Ultimate

  • Comfort and Joy!
    Ultimate
    Dice requirement:
    5× ★ Star
    Damage/healing:
    10 damage

Defense

Egg Noggin' It The defense roll is made whenever you are attacked. It does not prevent damage directly. Egg Noggin' It: 4 dice – 0 prevention, but 1 Egg Nog per bell and 1 Cheer per star. He never blocks; he takes the hit and gets richer.

Resources

  • CheerMax 3: 1 = reroll a die, 3 = set a die to 6. Rosey Cheeks/Reindeer Games add +1 per held Cheer. · Rosey Cheeks, Holly Jolly +2, Reindeer Games, a Fireside Chat win, Egg Noggin' It per star. · The 3-token fix for 4× star chases and the ultimate – rerolls only when a turn depends on it.
  • Egg NogMax 5: spend 3 and roll – 1–3: 2 undefendable (isolated source), 4–5: 2 healing + 1 CP, 6: 2 healing + a card. Usable any time. · Festivities +2, Holly Jolly +3, Reindeer Games +2, a Fireside Chat loss, Egg Noggin' It per bell, ultimate +4. · At 5 dump 3 immediately – the stack overflows otherwise; every result is value.

Upgrades & cards

What changes?

  • Trim Your Tree
    Level II
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 4× 🪓 Axe instead of 3× 🪓 Axe
  • Trim Your Tree
    Level III
    • Damage: 8 damage instead of 4 damage
    • Dice requirement: 5× 🪓 Axe instead of 3× 🪓 Axe

Hero-specific cards

Not sufficiently verified

Works well with

  • Seraph

    Seraph adds the healing that Santa lacks.

  • Gambit

    Gambit adds the healing that Santa lacks.

  • Shadow Thief

    Shadow Thief adds the attack avoidance that Santa lacks.

Good matchups

  • Cursed Pirate

    Cursed Pirate lands ~5 damage per turn off Cursed Doubloons without a long ramp – more than Santa heals back.

  • Gunslinger

    Santa keeps Gunslinger tied up with attack denial, and Gunslinger already needs tight rolls.

  • Pyromancer

    Pyromancer lands ~6 damage per turn once Fire Mastery is up – more than Santa heals back.

Tough matchups

  • Black Widow

    Santa lands ~6 damage per turn off Cheer without a long ramp – and Black Widow has little to absorb it.

  • Tactician

    Tactician keeps Santa tied up with Constrict and Targeted, and Santa already needs tight rolls.

  • Druid

    Druid pushes damage through that Santa barely stops with Egg Noggin' It.

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