I just won the local tournament and had to crow. My speedy BR Goblin
deck kicked some butt.
My favorite move is having a Goblin Chieftain and Tuk Tuk out, then
playing Fodder Launch (paying the sacrifice with Tuk Tuk) on
something big that was going to block (got a Wolfbriar Elemental once
while Spikeshot Elder got the wolves) which gets -5/-5, then that
creature's controller takes 5 (working around the white Leyline), and
I get a 5/5 colorless Legendary Goblin Golem token (6/6 because the
Chieftain is giving it +1/+1 and Haste), and then attacking with the
aforementioned 6/6 Golem, and other Goblins. With the Dolmen Gate out,
they could do little more than chump block the Goblin rush. The long
game has Wort recursing a Goblin card every turn, including the
Tarfire and Fodder Launch, which are tribal Goblin cards. Finally,
the other key is Fear on several creatures, which often allow for
unblockable Goblins. Mad Auntie's +1/+1 and regeneration allows safe
blocking and spot removal resistance. It has handled very well. Fast
and dangerous.
I sided in Terminates for more dangerous creature decks and Duress/
Thoughtsieze for more comboish decks. Recurring the Scrappers is
nasty to artifact decks. Ruinblasters took care of problematic land.
I'd probably make some replacements given different cards, but I work
with what I have.
Jon
Extended Goblin Fodder
Land
Akoum Refuge 4
Auntie’s Hovel 1
Blackcleave Cliffs 2
Dragonskull Summit 3
Graven Cairns 1
Mountain 7
Swamp 4
Creatures
Boggart Mob 2
Goblin Chieftain 4
Goblin Guide 2
Mad Auntie 4
Prickly Boggart 4
Spikeshot Elder 4
Tuktuk the Explorer 3
Warren Instigator 3
Wort, Boggart Auntie 4
Not Creatures
Dolmen Gate 2
Fodder Launch 2
Tarfire 4
Sideboard
Duress 2
Goblin Ruinblaster 3
Terminate 4
Thoughtseize 2
Tuktuk Scrapper 4