Choose Your Posse

Which Faction Should You Play First?

Eight crews fight for the Wild Frontier, and they play nothing alike. Here is the honest rundown — who does what, who suits you, and which pairings make the smoothest first ride.

How Faction Choice Works

A deck in Goblins & Gunslingers is 52 cards built from up to 2 main races. Two of the eight factions bend that rule: Beasts are wild cards that slot into any deck without counting toward the two-race limit, and Golem forms ride with the Gnomes — they count as part of the Gnome faction, not a separate race pick. So your real decision is which one or two main crews to learn first. Nothing is locked: the browser beta and starter decks let you sample freely before you commit a single coin. Here is each faction as it actually plays.

The Eight Crews, Straight Up

Humans — the lawful backbone

Human decks force fair fights on unfair terms. This is a flexible midrange faction with solid stat lines at every cost, built on lane discipline, clean trades, and a quiet card-advantage engine of High Noon drawers. Signature keywords are Quickdraw, Warrant, and High Noon. The faction page calls them one of the safest factions to learn and one of the hardest to fully master — the honest catch is that Humans rarely get a spectacular turn; they win by being slightly ahead everywhere. Full Human guide.

Goblins — the detonation

The fastest faction on the frontier: a hyper-aggressive swarm trading long-game stability for early pressure and explosive burst. Ambush openers, Double Barrel finishers, Overshot spill damage, and Gold Rush economy — if you like winning before turn six, this is your crew. The catch is printed on the cards: high attack, low defense, and if the game goes long, Goblins lose the attrition war. We wrote them a full deck guide. Full Goblin guide.

Desert Devils — the grind

Infernal raiders who sit between aggression and late game, using efficient stat lines, Warrant walls, and healing to force bad trades and win the war of incremental advantage. They do not wait for a perfect board — Ambush, Flying, and Last Stand death triggers keep damage flowing even while they grind. The catch: they master neither extreme, so a dedicated racer can outpace them and a dedicated fortress can outlast a sloppy pilot. Full Desert Devil guide.

Straw Elves — the long night

Patient, eerie, and inevitable. Straw Elves stall with Cover Tokens, heal through aggression, and finish with Wanted threats that single-target effects simply cannot touch — opponents must fight brutal stat lines in combat or not at all. The catch is the word "patient": their early game is defensive by design, and if slow, grindy wins sound like a chore, this crew will feel like homework before it feels like power. Full Straw Elf guide.

Gnomes — the machine shop

The trickiest faction on the frontier. Every Gnome creature carries a Flip ability — a one-shot activated effect for burst damage, draw, gold, or buffs — so each card is really two cards, and every turn is a decision between board presence and instant value. Their Golem forms add durable construct bodies without costing a race slot. The honest catch: this is a uniquely skill-intensive playstyle, and misplayed Flips are wasted cards. Pick Gnomes if sequencing puzzles are the fun part for you. Full Gnome guide.

Dwarves — the wall

The immovable object. Barricade defenders soak hits with built-in damage reduction, Fortify creatures grow permanently on entry, Ironclad bodies shrug off spell-based removal, Tunnel troops appear in any legal lane, and Blast artillery punishes crowded lanes. Opponents learn quickly that Dwarves do not move — they move everyone else. The catch is the flip side of patience: you are betting every game goes long enough for the wall to matter. Full Dwarf guide.

Beasts — the wild card

Not a main race pick, and that is their whole power: Beasts splash into any deck without touching your two-race limit. Pack hunters grow with their posse, Venom bites weaken big targets, Stampede shoves defenders out of position, and Feral bruisers bring raw stats. The faction page calls them the best role-players in the game and one of the most valuable collection branches. The catch: they are a supporting cast — you still need a main crew to build around. Full Beast guide.

Golems — the second half of the machine

Golem constructs ride with the Gnomes for deckbuilding — the heavier chassis that cashes in what the smaller machines set up, with Flip-Charged triggers built for the faction's flip turns. If the Gnome paragraph appealed to you, Golems are already in your deck; they are listed separately in the card gallery but never cost you a race choice.

The Recommendation Matrix

If you like...Play firstBecause
Ending games fast, maximum aggressionGoblinsAmbush swarms and Double Barrel burst before turn six
Fair fights and flexible answersHumansSolid midrange stats; safe to learn, deep to master
Grinding out incremental advantageDesert DevilsAttrition, Warrant walls, and healing that outlasts
Defense that wins by inevitabilityStraw ElvesCover stalls into untouchable Wanted finishers
Puzzles, sequencing, and techGnomes (with Golems)Flip decisions every turn; two cards in every card
Being genuinely unkillableDwarvesBarricade, Fortify, and Ironclad make removal weep
Spicing up any of the aboveBeasts (splash)Free agents that never cost a race slot

Proven Starter Pairings

Since decks run up to two main races, the faction hub recommends three clean on-ramps for new players:

  • Goblins + Desert Devils — fast pressure, explosive tempo, and the highest "let's end this now" energy available.
  • Humans + Straw Elves — control the lanes, keep your board alive, and win through clean trades plus steady pressure.
  • Gnomes + Beasts — tempo engines, flip turns, and wild backup for players who like clever sequencing over straight brawling.
Still torn? Play one duel as Goblins and one as Straw Elves in the free browser beta. They are the two ends of the spectrum — whichever felt better tells you which half of the matrix you live in.

Whatever you pick, learn the board before you blame the deck: the lanes and Cover guide and the resource guide apply to every faction, and the full rules settle any argument. New to the game entirely? Start with how to win your first duel.

Pick a Posse and Ride

Every faction is playable free in your browser right now. Sample two, keep one, and start collecting toward it.

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