Two Pockets, Two Currencies
Every card in Goblins & Gunslingers is priced in one or both of two currencies. A card marked 3M/2G costs 3 mana and 2 gold to play; a card marked 2M costs 2 mana and nothing else. Mana and Gold refill by completely different rules, and that difference quietly drives the whole game. Get them confused and you will be broke by turn four.
Mana: The Clock
The exact rules, straight from the rulebook page:
- Mana increases by 1 each turn with no cap — turn 1 gives 1 mana, turn 2 gives 2, and so on.
- It fully replenishes at the start of each turn during your Resource Phase.
- It pays the mana cost printed on cards.
Because mana is tied to the turn count, it is really a clock: it tells both players exactly how big the plays can get. There is no ramping ahead and no falling behind on mana itself — only on how well you spend it. Unspent mana does not carry over to a bigger turn later; a turn where you spend 2 of your 5 mana is a turn you partly skipped. Build your deck so the curve keeps your hands busy, and check that curve in the deck builder before you queue.
Gold: The Bounty
Gold plays by outlaw rules:
- You receive a flat 1 Gold per turn — it does not ramp like mana.
- You gain +1 Gold for each instance of damage dealt to your opponent, and that bonus carries into your next turn.
- Gold pays for gold-cost cards, special abilities, and Deputy plays — and it currently has no cap.
Read that middle line twice, because it is the most important economic rule in the game: violence is income. Hit the enemy sheriff three separate times in a turn and next turn you collect 1 base Gold plus 3 bounty Gold. A wide board of small attackers is not just pressure — it is a payroll.
What Gold Actually Buys
Gold looks like a garnish until you see what it unlocks:
- Gold-cost cards. Most of the strongest bodies carry a Gold surcharge — the 5/5 Wanted rare Midnight Marauder runs
5M/2G, and the legendary Goblin Boss Boom Brakka wants5M/3G. - Deputy plays. Your 2 Deputies sit outside the deck, and Gold is their fuel: summon one by paying its Mana and Gold costs, or spend Gold on its Off-Board ability while it waits — Deputy Cole, for example, draws you a card for 1 Gold from off the board.
- Overdrive. Some creatures let you spend extra Gold on play for a stat boost — the Dwarf rare Vaultbreaker Voss takes 2 extra gold to arrive with +2/+2 and Double Barrel.
- Gold-fueled spells. High Stakes (a
2M/2GQuick Spell) pays 2 gold to draw 2 cards, and Gold Mine (3M/1G) hands back 3 gold flat.
The economy also runs in reverse: cards with Gold Rush pay you when played. One-mana creatures like Tinker Tot and Scrap Spark (both 1/1 for 1M) each mint a gold on arrival — browse the card gallery and you will find gold generators in nearly every faction. Even Sheriffs join in: Calloway gains Gold every third turn, and Cogsworth starts with extra Gold and trims costs on even turns.
Spending Priorities
Early turns: mana is scarce, gold is patient
On turns 1 through 3 your mana is tiny, so it is the binding constraint — spend all of it. Gold, meanwhile, trickles in at 1 per turn whether you use it or not, and it stacks. Unless a cheap /1G card is clearly your best play, let the early gold pile up. A goldless hand can still play the game; a goldless Deputy zone cannot.
Midgame: pick your gold project
By the mid turns you should know what your saved Gold is for: a Deputy summon, a gold-heavy bomb, or repeated ability activations. Committing 2 to 3 Gold to a plan beats dribbling it out on surcharges you did not need to pay.
Late game: mana stops mattering, gold never does
Because mana has no cap, late turns give you more of it than your hand can use — the constraint flips. Now Gold is the only real currency left: it powers Deputy plays and ability activations when both players are topdecking. The player who banked and earned more Gold usually owns the long game.
The Gold Snowball Warning
Here is the trap built into the bounty rule. Damage to the enemy sheriff earns Gold, and Gold buys stronger plays, which deal more damage, which earns more Gold. That loop is the gold snowball, and it rolls in both directions:
- When you are ahead, keep hitting the sheriff with multiple attackers. Many small instances of damage out-earn one big hit — the bounty pays per instance, not per point.
- When you are behind, your first job is to stop the income, not the damage. Every turn their board connects with your face, they bank bonus Gold for bigger threats. Cover Tokens block direct hits on your sheriff while any Cover stands — which means Cover does not just protect your HP, it cuts off their paycheck.
This is why aggressive decks in Goblins & Gunslingers feel like they compound: they are not only racing your life total, they are taxing you to fund their own top end. And it is why defensive tools that look passive on paper — a 1/4 that raises Cover, a Warrant wall that eats attacks — are secretly economic plays. See the lanes and Cover guide for the full defensive toolkit, or watch the snowball at full speed in the Goblin deck guide.
Quick Reference
| Rule | Mana | Gold |
|---|---|---|
| Per-turn amount | Equal to the turn count (turn 5 = 5 mana) | Flat 1 per turn |
| Growth | +1 every turn, no cap | Does not ramp; grows only from damage bounties |
| Bonus income | None | +1 per instance of damage dealt to your opponent, carried into your next turn |
| Refresh | Fully replenishes each Resource Phase | +1 arrives each Resource Phase, plus bounty gold; no cap |
| Pays for | The mana cost on cards | Gold-cost cards, special abilities, Deputy plays |
