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Typical goblin speed approach. Either mob your opponent, sacrifice to pump up and slip through... if that fails, use it as a projectile. Ideally, playing goblins in the same turn and replay-ability of Dash goblins will keep the speed in check.Short a few cards, to be fixed.
4 Foundry Street Denizen - Works particularly well with Mogg War Marshall and the goblins with Dash4 Goblin Bushwhacker - Only worth playing with Kicker alongside another goblin in the same turn. Make up for a slow start.2 Goblin Heelcutter - Prevents a blocker. Dash for Denizen. Packs a punch and can do all three repeatedly if desired.4 Goblin Sledder - Sac outlet. Sac and pump the unblocked goblin and if that fails, Fling 'em.4 Intimidator Initiate - Works well in the same manner that the Denizen thrives. Use 'em to make the mob unblockable for a 1 cost increase per; ensure +1 bonus' go unchecked. 2 Mardu Scout - Lower cost Dash with a respectable attack. Worth a couple spots for the Dash interactions.4 Mogg War Marshal - Red creatures coming into play for Denizen. Goblins for the mob or sacing2 Fling - Pumped up attacker fail to connect; get a second chance to use that +1/.4 Lightning Bolt - At home in any red speed deck.4 Mutagenic Growth - Sly free cost pump for any offensive or defensive situation.4 Goblin Grenade - Best option for an unpumped fodder goblin to go out with a bang14 Mountains - Sufficient 4 Smoldering Spires - Later land play that can end it all if unchecked
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