Ambush, Quickdraw, Overshot: Every GNG Keyword Explained
The complete keyword reference for Goblins & Gunslingers. Every mechanic explained with rules, strategy tips, and example cards.
How Keywords Work
Keywords are named abilities that appear on creature and spell cards. Each keyword has a specific rules meaning that applies whenever the card is in play. Some keywords trigger on entry, some modify combat, and some activate on death.
Combat Keywords
Quickdraw
Rule: Strikes first in combat. If the Quickdraw creature kills its target before the target can retaliate, the target deals no damage back.
Strategy: Turns even trades into winning ones. A 2/3 Quickdraw creature kills a 3/2 before taking any damage.
Example cards: Frontier Marshal (Human, 2M, 2/3), Cavalry Lieutenant (Human, 4M/1G, 3/4), Alchemical Renegade (Gnome, 3M/2G, 3/2)
Ambush
Rule: Can attack immediately when summoned. Normally, creatures must wait a turn before attacking.
Strategy: Surprise damage and immediate Gold generation. Best in aggressive decks that want to apply pressure before opponents can react.
Example cards: Saloon Brawler (Human, 1M, 2/1), Mud Slicker (Goblin, 1M, 2/1), Sand Skirmisher (Desert Devil, 1M, 2/1)
Double Barrel
Rule: Can attack twice per turn — once before normal combat and once during it.
Strategy: Effectively doubles a creature's damage output. Can clear a blocker and then attack the opponent in the same turn.
Example cards: Sharpshooter Clara (Human, 3M/2G, 4/2), Cart Cannoneer (Goblin, 4M/1G, 5/3), Sand Wyrm Wrangler (Desert Devil, 5M/2G, 5/5)
Overshot
Rule: Excess damage spills to the next target or player. If a 5-attack creature kills a 2-defense blocker, 3 damage hits the next thing in line.
Strategy: Punishes small blockers and Cover Tokens. The higher the attack, the more devastating the spillover.
Example cards: Highwayman (Human, 4M/2G, 5/3), Mire Giant (Goblin, 4M, 5/4), Stormglass Colossus (Desert Devil, 5M/1G, 6/5)
Positioning Keywords
Flying
Rule: Can attack over Cover Tokens. Bypasses 0/1 blocking tokens entirely.
Strategy: Counters Cover Token-heavy decks. Also strong in High-Rise lanes where the untargetable protection stacks with aerial mobility.
Example cards: Cackle Hyena Rider (Goblin, 3M/1G, 3/3), Sunstorm Sentinel (Desert Devil, 4M/1G, 4/3), Scorch Hawk Alpha (Beast, 3M/2G, 3/3)
Warrant
Rule: Forces enemies to attack this creature first. Acts as a mandatory blocker in its lane.
Strategy: Protects high-value threats. Place a Warrant creature in front of your key attacker to absorb incoming damage.
Example cards: Bounty Hunter Jed (Human, 4M/2G, 4/3), Dustcloak Chief (Desert Devil, 4M/1G, 3/5), Gravel Grunt (Dwarf, 1M, 1/2)
Cover Tokens
Rule: Place one or more 0/1 blocking tokens in Middle Lanes. Not automatic — only generated by specific card effects.
Strategy: Cheap defense that stalls aggro decks. Multiple tokens from cards like Crater Chief (Goblin, 4M/1G, 3/5) can wall off entire lanes.
Example cards: Blacksmith Hank (Human, 3M, 2/3), Harvest Guardian (Straw Elf, 4M/1G, 3/5), Quicksand Trapper (Desert Devil, 4M/1G, 3/5)
Tunnel
Rule: Can be summoned in any lane regardless of blocking. Bypasses the usual placement rules.
Strategy: Surprise positioning. Drop a Warrant creature behind enemy lines or reinforce a threatened lane instantly.
Example cards: Shaft Runner (Dwarf, 1M, 1/2), Tunnel Sergeant (Dwarf, 3M/1G, 2/4)
Economy Keywords
High Noon
Rule: Draw 1 card when played from hand.
Strategy: Replaces itself for pure card advantage. Cheap High Noon creatures keep your hand full without sacrificing tempo.
Example cards: Scrap Picker (Goblin, 1M, 1/1), Dune Scout (Desert Devil, 1M, 1/1), Hayseed Scout (Straw Elf, 1M, 1/1)
Gold Rush
Rule: Gain gold when played.
Strategy: Accelerates your Gold economy to fund expensive mana+gold cards and Deputy summons ahead of curve.
Example cards: Tinker Tot (Goblin, 1M, 1/1), Scrap Spark (Goblin, 1M, 1/1), Ore Baron (Dwarf, 3M/2G, 2/4 — gains 2 gold)
Survival Keywords
Wanted
Rule: Cannot be targeted by any effects — friendly or enemy. Only combat damage can interact with this creature.
Strategy: The ultimate protection. Wanted creatures force opponents to deal with them in combat only, which is extremely difficult at high stat lines.
Example cards: Midnight Marauder (Goblin, 5M/2G, 5/5), Nightfall Marauder (Desert Devil, 5M/2G, 5/5), Looming Effigy (Straw Elf, 5M/1G, 5/5)
Last Stand
Rule: Triggers an effect when this creature dies.
Strategy: Gives value even in defeat. Makes opponents hesitate to kill Last Stand creatures because the death effect might be worse than leaving them alive.
Example cards: Harvest Moon Effigy (Straw Elf, 5M/2G, 4/5 — heals 3 HP on death), Clockwork Enforcer (Gnome, 4M/2G, 4/4 — deals 3 damage on death)
Heal
Rule: Restore HP to your hero or a creature.
Strategy: Extends the game and resets the damage race. Especially strong in control decks that want to reach their expensive top-end.
Example cards: Medicine Woman (Human, 3M, 2/3), Soot Seer (Goblin, 4M/1G, 4/3 — heals 5 HP), Mirage Conjurer (Desert Devil, 5M/2G, 5/4 — heals 5 HP)
Faction-Specific Keywords
Flip (Gnomes)
Rule: A one-time activated ability unique to Gnome creatures. Each Gnome can Flip once for an instant effect — damage, gold, buffs, or cost reduction.
Example: Tinker Imp (Gnome, 1M, 1/1) Flips to reduce the cost of your next card by 1 mana.
Barricade (Dwarves)
Rule: This creature has Warrant and takes -1 damage from all sources.
Example: Iron Boot Grunt (Dwarf, 2M, 2/3) with Barricade effectively has 4+ effective defense against most attackers.
Fortify (Dwarves)
Rule: Permanently gain +1 or +2 Defense when entering the board.
Example: Deepvein Miner (Dwarf, 1M, 1/1) enters as a 1/2 with Fortify 1. Small but sticky.
Venom (Beasts)
Rule: When this creature deals damage, the target gets -1 Defense until end of turn.
Example: Dust Viper (Beast, 1M, 1/1) weakens anything it touches. Stack with Double Barrel for rapid stat shredding.