Goblins! Dominaria for the most part. I am sure people can argue to add Ixalan gobbos and may find success doing so but I think the key is to be ready to curve out into a cheaper Siege-Gang Commanderand blow up your opponent. You will hardly get into a stalemate with aggro / tokens because of Goblin Chainwhirler and the card draw potential with COMBO-ishness of Vanquisher's Banner + Skirk Protector + Squee, the immortal gives you a decent advantage late game. I threw Karnm Scion of Urza in because I personally think it belongs in any standard deck if you crack one open. It let's you get a card now and later so... I don't ever see it as bad... plus if you did land a banner he can pump 2/2's or 3/3's later. As a 1 of I don't think it's a huge deal. Shivan Fireand Goblin Barrage are great especially with Bloodstone Goblin out. Warlord's Fury is straight forward and draws a card which is cool. Didn't have much in plan for the sideboard really but I felt if I went up against a control deck or midrange with a ton of removal then the sorcery's ought to become instances either for direct damage like shock and lightning strike. I imagine abrade would come in as well for Shivan fire. To be able to attack with the Goblins or sit back and fling them for damage while chump blocking is a sure fire way to heat things up...
Pro's - Goblins... and... it's a theme that works.
Con's - Board wipes? White? Drawing only the bad 1-2 drop goblins and nothing else?
here's my current list. please tell me what you think.
Update 1.
-Went up against some U/G Galta monsters llanowar elves into Steal Leaf Champion...OWIE! And they put a flying buff enchantment on him. The race was lost. Fight with Fire
Update list.
The key is to Warchief into Siege Gang and win... at that point you're attacking with such force by turn 4 you can't lose unless your opponent is nothing but removal...
Update list. Removed Metallic Mimic and Bomat Courier for the moment. Rigging Runner, Fanatical Firebrand and Wily Goblin are coming in to boost Skirk Protector potential, treasures for ramp or sac to goblin barrage and helping to keep low.
I wish they made more! I think this deck will require a few wizards include Soul scar, lava runner, and journey mage. This will enable bolt as well which will be crucial and if necessary firefist at 5 cmc might seal games. We will see soon.
I think goblins should always be played "more-to-the-ground" than anything else. It's the tribes greatest strength and having a deck chuck full of 4 and 5 drops as "four ofs" is only slowing your deck down. Take Vanquisher's Banner for instance. You NEVER want to have two of these in your hand at any given time, especially if you've been mana screwed for a few turns and can't cast anything. At MOST, two would suffice. The same goes for Siege-Gang Commander. Karn, I don't really see working all that great here either. You're not capitalizing on his -2 at all, which weakens him as a potential win con. There are other red draw engine cards that would work better, especially if you decide to lower your mana curve. All that being said, I love goblins and have been playing them as a tribe for years. Recently I've been focusing on a UB Tezzeret deck I was playing a year ago (it includes Karn), but have considered getting back into goblins because the deck would be relatively cheap to construct (excluding Chandra, Torch of Defiance) and is fun:
I am going 4 of with Siege Gang Commander because I consider him a primary win con. I agree with Vanquishing Banner. I will keep Karn as my high end. He has a tiny bit of synergy with metallic mimic and bomat but is really just card advantage. I have included the lightning strikes. I am not sold on them as I like Shivan Fire so I am still testing.
There aren't enough playable goblins for a reasonable tribal deck at the moment.
Also there is little payoff to playing goblins without an actual lord (not Mimic or Banner).
It works pretty well, although there's a severe lack of good red 2-drops in Standard. It's basically a solid aggro deck with a couple of sick interactions. You shouldn't rely too much on them, though - your enablers (specifically Metallic Mimic) tends to eat removal on sight. Still, Siege-Gang Commander with a Metallic Mimic or a Goblin Warchief - or ideally both - is just brutal.
Most of the deck is safe from Path of Mettle and the rest is potentially protected by Goblin Warchief. You should obviously be careful not to let your Warchief get removed in response to Path - that could be brutal.
I encourage you to try it out, see if it's up to scratch =)
I like the idea of adding W to the deck as well because it opens up other avenues of protection. I like Thopter Arrest as a card, but there's a reason why Cast Out and Ixalan's Binding are played more. They both operate at "instant" speed because they both have Flash, which is super important when it comes to all the major threats in the format you previously listed. You don't want to be waiting until your next turn to bring down a Glorybringer after it's already Exert-ed itself and killed one of your creatures, etc. Moving Cast Out/Ixalan's Binding MB would be better, removing Thopter Arrest from the 65 and choosing something else. I'm also not sold on Path of Mettle only because it is a very niche card that needs to be built around in a deck dedicated to it. In your deck, its an incidental board wipe that nukes your on Siege-Gang Commander and Metallic Mimics if you're not careful or have the proper protections for them out. Adding more burn may help in this case.
Goblins! Dominaria for the most part. I am sure people can argue to add Ixalan gobbos and may find success doing so but I think the key is to be ready to curve out into a cheaper Siege-Gang Commanderand blow up your opponent. You will hardly get into a stalemate with aggro / tokens because of Goblin Chainwhirler and the card draw potential with COMBO-ishness of Vanquisher's Banner + Skirk Protector + Squee, the immortal gives you a decent advantage late game. I threw Karnm Scion of Urza in because I personally think it belongs in any standard deck if you crack one open. It let's you get a card now and later so... I don't ever see it as bad... plus if you did land a banner he can pump 2/2's or 3/3's later. As a 1 of I don't think it's a huge deal. Shivan Fireand Goblin Barrage are great especially with Bloodstone Goblin out. Warlord's Fury is straight forward and draws a card which is cool. Didn't have much in plan for the sideboard really but I felt if I went up against a control deck or midrange with a ton of removal then the sorcery's ought to become instances either for direct damage like shock and lightning strike. I imagine abrade would come in as well for Shivan fire. To be able to attack with the Goblins or sit back and fling them for damage while chump blocking is a sure fire way to heat things up...
Pro's - Goblins... and... it's a theme that works.
Con's - Board wipes? White? Drawing only the bad 1-2 drop goblins and nothing else?
here's my current list. please tell me what you think.
4x Bloodstone Goblin
4x Goblin Chainwhirler
4x Goblin Warchief
4x Siege-Gang Commander
4x Skirk Prospector
2x Wily Goblin
4x Rigging Runner
4x Fanatical Firebrand
3x Rigging Runner
3x Fanatical Firebrand
4x Goblin Barrage
Planeswalker (1)
1x Karn, Scion of Urza
Enchantment (2)
2x Flame of Keld
Land (23)
23x Mountain
1 Heart of Kiran
4 Abrade
4 Lightning Strike
4 Shock
4 Abrade
2 By force
Update 1.
-Went up against some U/G Galta monsters llanowar elves into Steal Leaf Champion...OWIE! And they put a flying buff enchantment on him. The race was lost. Fight with Fire
Update list.
The key is to Warchief into Siege Gang and win... at that point you're attacking with such force by turn 4 you can't lose unless your opponent is nothing but removal...
Update list. Removed Metallic Mimic and Bomat Courier for the moment. Rigging Runner, Fanatical Firebrand and Wily Goblin are coming in to boost Skirk Protector potential, treasures for ramp or sac to goblin barrage and helping to keep low.
I think goblins should always be played "more-to-the-ground" than anything else. It's the tribes greatest strength and having a deck chuck full of 4 and 5 drops as "four ofs" is only slowing your deck down. Take Vanquisher's Banner for instance. You NEVER want to have two of these in your hand at any given time, especially if you've been mana screwed for a few turns and can't cast anything. At MOST, two would suffice. The same goes for Siege-Gang Commander. Karn, I don't really see working all that great here either. You're not capitalizing on his -2 at all, which weakens him as a potential win con. There are other red draw engine cards that would work better, especially if you decide to lower your mana curve. All that being said, I love goblins and have been playing them as a tribe for years. Recently I've been focusing on a UB Tezzeret deck I was playing a year ago (it includes Karn), but have considered getting back into goblins because the deck would be relatively cheap to construct (excluding Chandra, Torch of Defiance) and is fun:
4 Aether Hub
4 Inspiring Vantage
4 Clifftop Retreat
1 Scavenger Grounds
2 Desert of the Fervent
7 Mountain
CREATURES 23
4 Skirk Prospector
4 Rigging Runner
4 Fanatical Firebrand
2 Squee, the Immortal
4 Goblin Warchief
4 Goblin Chainwhirler
1 Siege-Gang Commander
2 Magma Spray
2 Warlord's Fury
2 Abrade
4 Harnessed Lightning
ENCHANTMENTS 4
2 Vance's Blasting Cannons
2 Cast Out
ARTIFACTS 1
1 Vanquisher's Banner
2 Abrade
4 Lightning Strike
3 Sweltering Suns
2 Chandra, Torch of Defiance
2 Fragmentize
2 Authority of the Consuls
EDIT: Made a few changes to the deck as a whole. Added W to the deck for more protection spells. Also fixed some card tags.
ADDED: +4 Inspiring Vantage, +4 Clifftop Retreat, +2 Cast Out, +2 Magma Spray, +2 Authority of the Consuls, +2 Fragmentize
REMOVED: -6 Mountain, -2 Desert of the Fervent, -1 Arch of Orazca, -2 The Flame of Keld, -2 The First Eruption, -4 Bloodstone Goblin
Also there is little payoff to playing goblins without an actual lord (not Mimic or Banner).
I like the idea of adding W to the deck as well because it opens up other avenues of protection. I like Thopter Arrest as a card, but there's a reason why Cast Out and Ixalan's Binding are played more. They both operate at "instant" speed because they both have Flash, which is super important when it comes to all the major threats in the format you previously listed. You don't want to be waiting until your next turn to bring down a Glorybringer after it's already Exert-ed itself and killed one of your creatures, etc. Moving Cast Out/Ixalan's Binding MB would be better, removing Thopter Arrest from the 65 and choosing something else. I'm also not sold on Path of Mettle only because it is a very niche card that needs to be built around in a deck dedicated to it. In your deck, its an incidental board wipe that nukes your on Siege-Gang Commander and Metallic Mimics if you're not careful or have the proper protections for them out. Adding more burn may help in this case.
4x Goblin Warchief
4x Rigging Runner
3x Siege-Gang Commander
4x Skirk Prospector
2x Squee, the Immortal
2x Torgaar, Famine Incarnate
4x Wily Goblin
Sorcery
3x Fight with Fire
4x Goblin Barrage
4x Aether Hub
2x Canyon Slough
4x Dragonskull Summit
8x Mountain
2x Swamp
2x Unclaimed Territory
Instant
4x Fatal Push
3x Lightning Strike
Planeswalker
1x Karn, Scion of Urza
2x Abrade
2x Chandra's Defeat
2x Hour of Devastation
1x Hour of Glory
2x Jaya's Immolating Inferno
1x Lightning Strike
4x Shock
1x The Scorpion God
I'm considering these somewhere in the 75, but not sure.
Probably going to take out Aether Hub, put in either Evolving Wilds or some combination Ifnir Deadlands and Painted Bluffs