I first began to take the Goblins seriously after I ran into an Explorer version on MTG Arena—and that one didn't even have the full power of the Pioneer pool to work with. Consider the following opening.
This is hardly far-fetched but still an impressive damage output. If you wanted to fetch a sequence from afar, you could also construct an actual turn three kill, though I wouldn't necessarily construct the deck in a way to maximize that. The thing is, between Bushwhacker and Battle Cry Goblin, the deck can easily turn a bunch of 1/1s into a lethal surprise strike at any point in the game.
Goblin gameplay typically moves from a short setup to a big burst. If the first wave doesn't pull the opponent under, the two phases can repeat themselves, and the new arrival from Dominaria United masterfully helps with either, hordemasterfully even: It boosts immediately, but it already contains the Goblins for the next wave too. Sometimes it can also set up an almost-combo chain when working with Skirk Prospector and Instigator and/or Warchief.
Most problems go away if you just throw enough Goblins at them, and this deck has a lot to throw. Trying to stem the tide with sorcery-speed sweepers—what I was doing when I first faced the deck—is a fool's errand in any case. Even if you manage to clear away all the Goblin cards, two more jump out from among the lands and do you in. Next time, I want to be on the other side of this.
Opinions expressed in this article are those of the author, not of Cardmarket.