Goblin Faction Strategy Guide: Chaos, Explosions & Victory
Master the Goblin faction in Goblins & Gunslingers. Learn how to leverage their low-cost aggro style, burst damage, and Last Stand abilities to overwhelm opponents before they can stabilize.
Why Play Goblins?
If you want to win games before your opponent even knows what hit them, the Goblin faction is your crew. Goblins are the premier aggro faction in Goblins & Gunslingers — cheap, explosive, and absolutely relentless. They don't have the raw stats of Desert Devils or the board control of Humans, but they can flood the lanes on Turn 1 and close out games before heavier strategies come online.
This guide covers everything you need to master the Goblin faction: their core identity, key card archetypes, deck building templates, matchup advice, and the advanced tricks that separate a good Goblin player from a great one.
Ready to build your Goblin deck? Head to the deck builder after reading this guide, then take it for a spin in the play area.
Core Identity: Low Cost, High Chaos
Goblins operate on three fundamental principles:
- Flood the board early. Goblin creatures are cheap — many cost 1 or 2 mana — so you can play multiple cards per turn from the very first round. An opponent facing three Goblin creatures on Turn 2 is already on the back foot.
- Deal damage constantly. Every instance of damage your creatures deal earns you bonus gold for the following turn. Goblins are designed to deal damage fast, which means they generate gold income better than almost any other faction.
- Die with purpose. The Goblin faction makes heavy use of Last Stand (also called Deathrattle) abilities — effects that trigger when a creature dies. Goblin creatures are expected to trade and die. Their Last Stand effects ensure that dying still costs the opponent something.
Key Card Archetypes
1. One-Drop Swarmer
Your 1-mana creatures are the backbone of the Goblin strategy. They get on the board on Turn 1, start applying lane pressure immediately, and generate gold income from the very first attack. Don't underestimate a 1/1 that hits for 1 damage each turn — over a 10-turn game, that's 10 instances of bonus gold.
2. Ambush Striker
Goblin Ambush creatures attack the moment they enter play. This is your burst tool: on Turn 3 you might play two cheap creatures and an Ambush creature, dealing a chunk of damage before your opponent even gets a chance to react. Ambush also neutralizes enemy blockers when you need to clear a lane immediately.
3. Last Stand Bomber
These are Goblin creatures with high-value death triggers — usually dealing 2–3 damage to the opponent, drawing a card, or summoning a smaller token creature. Last Stand Bombers are the glue that holds an aggressive Goblin strategy together when the initial flood slows down. Even as your board gets cleared, each death pays dividends.
4. Gold Rush Payoff
Some Goblin cards generate gold when played, or cost gold in addition to mana for premium effects. As a gold-generating faction, Goblins can access these payoffs better than slower decks that haven't been consistently attacking.
Deck Building Template
A well-built Goblin deck follows this general framework:
- Total cards: 52
- Creatures: 20–24 (lean toward 24 for maximum flood potential)
- Spells: 8–12 (focused on burn damage or creature buffs — not control)
- Mana curve: Heavy emphasis on 1 and 2-cost cards; very few cards above 3 mana
- Gold cost cards: Include 4–6 gold-cost payoffs since your gold income is excellent
- Deputies: Choose Deputies that either provide Ambush support or punish the opponent for letting creatures through
Sample curve target: 12 one-drops, 8 two-drops, 4 three-drops, and the rest spells. Curve out aggressively and close the game by Turn 7.
Build and refine your list in the deck builder.
Matchup Guide
vs. Humans (Favorable)
Humans want to play a slow, controlling game. Goblins punish slow starts hard. Flood the board early and force them to spend their Warrant and removal tools reactively. Watch out for Quickdraw creatures that can trade up efficiently — avoid attacking into creatures with known Quickdraw triggers. Win condition: close the game before they establish a stable defensive line.
vs. Desert Devils (Difficult)
Desert Devils have high-stat midrange creatures that your small Goblins will struggle to trade into profitably. Their burn spells also line up well against your 1/1s and 1/2s. To beat them, you need an explosive early start that puts them at 10–15 HP before they stabilize. Your Last Stand effects are crucial here — even trades that lose the creature should deal face damage on death.
vs. Straw Elves (Slightly Favorable)
Straw Elves play a more reactive game with Cover Tokens and healing. Your sheer volume of attackers will tax their Cover Token generators. Don't bunch all your attacks into one lane — spread damage across multiple lanes to force them to generate tokens in more places than is efficient. Burn spells help clear tokens without trading creatures.
vs. Mirror (Goblin vs. Goblin)
The mirror comes down to who floods the board first and who has more Last Stand triggers. Prioritize playing your Ambush creatures at the most impactful moment and save burn spells for opposing creatures rather than the opponent directly — board control wins the mirror.
Advanced Tips
Sequence your plays for maximum gold
Gold accumulates from damage dealt to the opponent, not damage dealt to opposing creatures. When planning your attack sequence, always prioritize getting at least one creature through to the opponent's HP — even for 1 damage — over perfect board trades. That 1 gold accumulates.
Hold Ambush creatures for clearing
The temptation is to play Ambush creatures on an empty lane for face damage. Resist this when the opponent has a strong blocker threatening your board. An Ambush creature played into a blocker it can kill is a free removal spell.
Use Deputies as finishers
Goblin Deputies often have explosive offensive effects. Don't summon them early as a body — hold them until Turn 6+ when you need one last burst of damage to end the game. A Deputy dropped into a nearly-lethal board often represents 5–8 immediate damage.
Watch your deck
Goblin decks play out fast. With 12 one-drops and aggressive mulliganing, you can run out of cards by Turn 10. If the game goes long, you lose. Play for speed, not endurance — if you're not winning by Turn 8–10, reassess your line.
Is Goblin Right for You?
Play Goblins if you:
- Love aggressive, fast-paced gameplay
- Enjoy overwhelming opponents before they can set up
- Like the satisfaction of chain-triggering Last Stand effects
- Don't mind playing with thin margins — Goblin games are decided by a few HP either way
Avoid Goblins if you prefer playing from behind, drawing many cards, or winning long value wars.
Ready to start your Goblin run? Build your deck in the deck builder and test it out in the play area. The frontier won't know what hit it.