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Yeah, there's no control or even aggro-control here, not with this deck and this card pool. It's a pretty standard goblin deck, it's not like there's a whole lot of variation with the deck since a lot of the deck consists of auto-includes. Still, there's a couple key distinctions to be made, and the card analysis will probably be more interesting for the cards not in the deck as opposed to the ones in the deck. And hopefully there's still things people can learn from this analysis. Regardless, here we go.

Creatures - 29
2 Goblin Arsonist
2 Goblin Bushwhacker
2 Goblin Guide
2 Ember Hauler
2 Goblin Piledriver
1 Goblin Wardriver
2 Warren Instigator
3 Gempalm Incinerator
1 Goblin Artillery
3 Goblin Chieftain
1 Goblin Warchief
1 Clickslither
2 Goblin Ringleader
1 Krenko, Mob Boss
1 Goblin Goon
Reckless One
2 Seige-Gang Commander

Other Spells - 8
2 Goblin Grenade
1 Goblin War Strike
2 Shock
3 Krenko's Command

Land - 24
24 Mountain

General Strategy: Play goblins, attack. Ok, things can get a bit more complicated than that. War Strike and Grenade make great finishers to get the last chunk of damage through. This deck reminds me a bit of playing my Kuldatha Red deck (for those familiar with paper magic). For those that aren't, Kuldata Red was a standard legal deck from a format or so ago the specialized in dropping lots of goblin tokens using Kuldatha Rebirth, and then pumping them with cards like Goblin Bushwhacker. The deck was known for consistent turn 4 kills, and occassional turn 3 kills, with the ability to swing for 8-damage on turn 2 followed up by another 8-12 damage turn 3. Burn spells like Lightning Bolts were there mostly to finish off the opponent's life total, or clear away a problematic crature (Vampire Nighthawk).

When playing this deck, I use the mindset I did when playing Kuldatha Red. Each turn, I would ask myself the following question. "What is the maximum amount of damage I can deal to my opponent this turn?" And this is where some neat intricacies of this deck can come into play, such as attacking with Warren Instigator and whatever other creatures you have, and after hitting your opponent from the first strike damage, drop a Goblin Chieftain into play, pumping all your guys for the normal combat damage round, then dropping another goblin with the instigator's effect. Or swinging with an Instigator and Reckless One, dropping a Seige-gang Commander after the first strike damage will pump the Reckless One up by 4 damage, just to give a couple examples. Asking yourself that question is also a fairly good standard for determining when to burn certain creatures, and what card to use to burn them.

Goblin Arsonist - Auto-include. It's a great Sacrifice target for Grenade and Seige-Gang, and it's not afraid to swing into an opposing 2/2. A solid 1 drop.

Goblin Bushwhacker - Generally (99% of the time), he's a 2 drop, and a solid one at that. dropping a Krenko's Command and this on turn 4 (provided you haven't already played them) means you're swinging for at least 6 damage, from out of nowhere. The pumping is great, the haste is useful too. Auto-include.

Goblin Grenade - Great at pushing through damage, or dealing with problematic creatures that are otherwise too big for you to burn (I'm looking at you, Silent Arbiter). An Auto-include.

Goblin Guide - Auto-include. I know some people might say "but he gives your opponent card advantage." The thing is, they only draw the land, and them drawing a land is highly irrelevant to the question of "how much damage can I do to my opponent this turn." It's a 2/2 with haste for 1 mana, with a marginal drawback that really shouldn't matter, since this deck is supposed to win by turn 4-5 anyways.

Goblin War Strike - a great 1 mana card that can either take your opponent near death or finish him off. It's almost like a one-shot Reckless One. Pretty much an auto-include.

Shock - auto-include. burn away a problematic creature like Fog Bank, or use it on your opponent to deal the last couple damage to them.

Ember Hauler - A 2/2 for 2 mana is a good deal. It can turn into a shock when needed, so it's a bit versitle.

Goblin Piledriver - Auto-include. This thing can get ridiculously huge attack power. It needs to be answered right away, and if not, you will win quickly. Protection from Blue is really just icing on the cake here.

Goblin Wardriver - Another 2/2 for 2 mana, and battle cry goes great when you have a bunch of small, cheap creatures and tokens. It almost made the cut for my Kuldotha Red deck, so for me it was a no-brainer.

Krenko's Command - more auto-includes. 2 tokens for 2 mana. Goes great with the pumping effects, and provides good fodder for Grenades.

Warren Instigator - Auto-include. Like the Piledriver, this is something your opponent needs to deal with immediatly or they will lose quickly. Dropping extra goblins into play sooner than you could normally play them is great (Seige-Gang), just ask Legacy players about Goblin Lackey.

Gempalm Incinerator - Auto-include. Remove a problematic creature and draw a card for 2 mana, great. Casting it as a 3 mana 2/1 isn't impressive compared to the other 3 drops, but in rare situations, you may need to cast him.

Goblin Artillery - This guy's biggest competition for card spots is probably Arms dealer. There's a couple big reasons I picked this over Arms Dealer. Arms Dealer requires you to sacrifice goblins and uses your mana, two of your important aggro resources, just to take out a creature. Artillery can hit players, so being a source of non-combat damage to players is great when you need to get those last few points of damage in. People may look at the 3 damage to yourself as a drawback, but it's like the drawback of Goblin Guide. It shouldn't matter. Removing that problematic creature or finishing your opponent is what matters. You're playing the aggro deck. Your opponent will be more concerned about holding off your offensive rather than come up with an offensive force that can rival yours in the early game. With that in mind, your life total should usually be pretty high, making your life quite expendable, as opposed to needing to use both mana and goblins for Arms Dealer, all you have to do here is tap the Artillery to activate it.

Goblin Chieftain - And we're back to the auto-includes. Pumps and grants haste. Great card, pretty straitforward.

Goblin Warchief - Auto-include. It enables turn 4 Seige-Gang, and it's another goblin lord that grants haste to Kreko, so you can start abusing his mass token generating sooner.

Clickslither - I've been on the wrong end of this thing a number of times, and it's a pain to deal with when you don't have instant speed removal. I say instant speed removal because it has haste. It can also gain trample and break any sort of a standstill your opponent is trying to create. Only downside is that it isn't a goblin, so it doesn't get a boost from Chieftan and doesn't have synergy with Ringleader.

Goblin Ringleader - Auto-include. Refill your hand and keep the pressure coming. I hear it also goes well with Warren Instigator.

Krenko, Mob Boss - Auto-include. This is another one of those "answer me now or lose" cards. Giving him haste makes him quite nasty, especially for decks that don't have mass removal. I don't think I've ever lost a game where this guy was able to activate his effect at least once or twice.

Reckless One - some people don't like this guy because he'll get chump blocked. I like him because by the time I play him, he'll be swinging for lethal and demanding to be blocked, which lets the rest of my guys through. Following this up with a Grenade or War Strike is usually game. Haste is the reason I use him over Goblin Goon. Adding another 4+ power to your attack can hamper your opponent's plans for defense. The idea is to keep the pressure on your opponent, and asking yourself the question will usually lead to you picking this over Goon.

Seige-Gang Commander - When you get to use him, he can help you with that final push, either with the tokens attacking, or by using his effect to deal some non-combat damage.

Time for some of the cards excluded.

Goblin Balloon Brigade - putting mana into flying shouldn't really be necessary, and it would just hold you back a turn from playing your other stuff. The question says that it's not worth it, and raging goblin would be better.

Goblin Fireslinger - Not bad. The ability to deal non-combat damage may be helpful for getting those last few points of damage in.

Raging Goblin - According to the question, this is better to play on turn 1 than the arsonist, so why did I cut him? Well, there's loads of other good cards. But beyond that, when your opponent drops a 2/2, it stops this guy dead cold. Arsonist is still willing to attack into a 2/2 creature, even when it's still a 1/1. With that in mind, I find that Arsonist is usually attacking more often than Raging Goblin can.

Smelt - by the time your opponent can utilize any artifact in this game that could be considered a threat, you should have already won the game. If not, this probably won't save you anyways.

Blisterstick Shaman - 3 mana for a 2/1 body isn't impressive. Pinging something doesn't really make up for that.

Goblin Assualt - This card is ok, but it can force you into some unfavorable attacking positions. Beyond that, it doesn't do anything the turn it comes into play, so according to the question, this would be one of the last cards we'd want to play on turn three, and for an aggro deck, being the last card in my hand that I want to cast for the given cost is a sign to cut the card.

Goblin Offensive - way too expensive. At 4 mana you only get 1 token. Yeah, no.

Squee, Goblin Nabob - It's good as a sacrifice engine and anti-mass removal. However, given the question, a 3 mana 1/1 will be one of the last cards we'd play on turn 3, which is sorta counterproductive to it helping alleviate mass removal issues.

Rummaging Goblin - Yeah, you can cycle through unneeded cards, which are usually extra mountains, but it falls under the category of the last card I want to cast in my hand, and given the question, being a 3 mana 1/1 means this card should be cut.

Battle-Rattle Shaman - It's not terrible, but it's competing with Reckless One and Clickslither, so it's a no go.

Relentless Assualt - I have a few issues with this card. It's not bad, but it is situational. It's not a goblin, so no synergy with Ringleader, and we kinda want to minimize the non-goblins in the deck for that reason. Furthermore, War Strike/Grenade will help push damage through for a lower cost, which allows us to play something else on turn 4 in addation to the War Strike/Grenade. It can be useful, but overall, I'd prefer the one mana cards for this job, and Relentless Assualt won't help you recover from a bad spot. For those reasons, I had to cut it. If you do choose to run it, don't run more than 1.

Mindmoil - Ok, who's idea was it to put this 5 mana enchantment into a freakin aggro deck? No really, for 5 mana, and given the amount of good cards available to this deck, why would you want to spend a card and a whole turn just to set up an enchantment that will just cycle through your deck? It's absolutely useless to this deck/strategy.

Voracious Dragon - It's nice in the sense that it's a way to finish your opponent with non-combat damage. However, I don't recall a time when I got to 5 mana and thought to myself that the only way I could win right now would be to play Voracious Dragon. With that in mind, I like the Grenades/War Strike better for the function this dragon would play. That, and Clickslither.

Chancellor of the Forge - Auto-exclude. It might be nice to start with an extra 1/1 with haste, but after that, this 7 mana card will just sit in your hand the rest of the game and do nothing. And drawing it after turn 1 makes it even more useless. Sure you could dump it with Rummaging Goblin, but now you're spending too much time doing cute tricks than winning the game as quickly as possible, which is what you should be doing according to the question.