Your list is much "larger" than most of the lists on here. You effectively have 10 two drops, 9 three drops, and 2 four drops. With only 19 lands I think you'll frequently run into problems casting all of your spells.
Also, there seems to be two ways to build goblins. In your deck, you hope that your powerful goblins survive and take over the game. The problem with that strategy is that 1. Other decks are inherently more powerful at higher cmc (Ravager > Mogg war Marshall, K Command > Chieftain, CoCo > Krenko), and 2. There are so many efficient answers to creatures in this format (path, push, bolt) that your opponents actually gain tempo by killing your threats. If your opponent out values and out tempos you, you'll have a very hard time.
To get around this, many people choose to build a low to the ground, or "no lord" style of goblins. You accept the fact that your opponents will have removal, so you don't run many threats above 1cmc. That way, when they bolt your Goblin Guide, you are still tempo neutral, and you likely already did some damage. This deck is still able to swarm around targeted removal, but is weaker to sweepers and large blockers, and it relies on burn to finish off the opponent. You'll find some example lists earlier in this thread. Good luck!
You're right, Mogg War Marshal definitely helps the go-wide strategy and has some nice synergy with FSD, Piledriver, and the Bushwhackers. It just feels like such a slow card compared to the rest of the deck!
The problem with Devastating Summons is you really never want 2. Even getting 1 in hand too early is problematic if you only have 1 or 2 lands.
Don't forget that you can sacrifice 0 lands and pump your FSD by +2/+0!
I agree with a few of your comments about the lack of Mogg Fanatic. I do really miss the interaction, but I can't find a way to fit him into this build.
Another issue that I've been thinking about is the decks mana base. I looked at the results of Medrage's awesome calculations, and am currently running 14 lands (9 of which are fetches) + 4 SSG based on his findings. However, after some practice with the deck, I'm wondering if we really need the 4 SSG and the advantages it provides. Zinamogg just posted a nice list with 8 lands + 8 fetches and 0 SSG, and praised the decks mana consistency. I'll try to outline the benefits of running SSG vs more lands:
14 lands + 4 SSG
SSG provides burst mana. This allows turn one 2-drops (notably Piledriver in other builds), dropping multiple one drops, and most importantly IMO, lets you play Blood Moon before your opponent can fetch basics. In the build I posted about, I don't find myself needing the burst mana on turns 1-2 that often because my 2-drops are Bushwhackers, which are better the later they are played.
SSG helps when you flood out. I have found myself casting SSG more times than I care to admit, and it HAS won me games before. If those SSGs were more lands, I would have lost.
SSG can provide "surprise" mana. This is a corner case, but might be relevant when you're casting Bolt or Atarka's as a combat trick, or when paying for Spell Pierce/Mana Leak.
Not running SSG:
**Biggest perk to not running SSG in my opinion is the decrease in 0 land opening hands. With 14 lands + 4 SSG, you will draw a 0 land hand 13.9% of the time. With 18 lands that percentage is just 7%. Half as much!! Seeing a hand with 1 land, 1 SSG, and multiple drops is also tempting to play, but probably incorrect.
Much more consistent mana. I have lost games because I kept a hand with 1 land and 1 SSG and just couldn't deploy my threats fast enough. Aside from "burst" situations, I almost always would rather have a land.
With no SSGs you might be able to drop 1 land and play 17.
I can't draw any conclusions yet, but I think I'm going to start testing other combinations of mana, like 15 lands + 3 SSG, 16+2, 17+1, 17+0. I have a strong feeling that in a deck like mine, where the burst potential of SSG is slightly less, that it's not worth using 4 SSG due to the inconsistency it causes.
1
Also, there seems to be two ways to build goblins. In your deck, you hope that your powerful goblins survive and take over the game. The problem with that strategy is that 1. Other decks are inherently more powerful at higher cmc (Ravager > Mogg war Marshall, K Command > Chieftain, CoCo > Krenko), and 2. There are so many efficient answers to creatures in this format (path, push, bolt) that your opponents actually gain tempo by killing your threats. If your opponent out values and out tempos you, you'll have a very hard time.
To get around this, many people choose to build a low to the ground, or "no lord" style of goblins. You accept the fact that your opponents will have removal, so you don't run many threats above 1cmc. That way, when they bolt your Goblin Guide, you are still tempo neutral, and you likely already did some damage. This deck is still able to swarm around targeted removal, but is weaker to sweepers and large blockers, and it relies on burn to finish off the opponent. You'll find some example lists earlier in this thread. Good luck!
2
The problem with Devastating Summons is you really never want 2. Even getting 1 in hand too early is problematic if you only have 1 or 2 lands.
Don't forget that you can sacrifice 0 lands and pump your FSD by +2/+0!
1
4 Goblin Guide
4 Burning-Tree Emissary
4 Monastery Swiftspear
2 Foundry Street Denizen
3 Reckless Bushwhacker
4 Legion Loyalist
4 Goblin Bushwhacker
Mana
3 Bloodstained Mire
3 Wooded Foothills
4 Mountain
1 Stomping Ground
4 Simian Spirit Guide
3 Scalding Tarn
4 Gitaxian Probe
4 Manamorphose
4 Goblin Grenade
1 Devastating Summons
2 Atarka's Command
2 Lightning Bolt
2 Surgical Extraction
2 Pyrite Spellbomb
3 Blood Moon
2 Lightning Bolt
1 Ancient Grudge
2 Dismember
1 Destructive Revelry
2 Goblin Piledriver
I agree with a few of your comments about the lack of Mogg Fanatic. I do really miss the interaction, but I can't find a way to fit him into this build.
Another issue that I've been thinking about is the decks mana base. I looked at the results of Medrage's awesome calculations, and am currently running 14 lands (9 of which are fetches) + 4 SSG based on his findings. However, after some practice with the deck, I'm wondering if we really need the 4 SSG and the advantages it provides. Zinamogg just posted a nice list with 8 lands + 8 fetches and 0 SSG, and praised the decks mana consistency. I'll try to outline the benefits of running SSG vs more lands:
14 lands + 4 SSG
SSG provides burst mana. This allows turn one 2-drops (notably Piledriver in other builds), dropping multiple one drops, and most importantly IMO, lets you play Blood Moon before your opponent can fetch basics. In the build I posted about, I don't find myself needing the burst mana on turns 1-2 that often because my 2-drops are Bushwhackers, which are better the later they are played.
SSG helps when you flood out. I have found myself casting SSG more times than I care to admit, and it HAS won me games before. If those SSGs were more lands, I would have lost.
SSG can provide "surprise" mana. This is a corner case, but might be relevant when you're casting Bolt or Atarka's as a combat trick, or when paying for Spell Pierce/Mana Leak.
Not running SSG:
**Biggest perk to not running SSG in my opinion is the decrease in 0 land opening hands. With 14 lands + 4 SSG, you will draw a 0 land hand 13.9% of the time. With 18 lands that percentage is just 7%. Half as much!! Seeing a hand with 1 land, 1 SSG, and multiple drops is also tempting to play, but probably incorrect.
Much more consistent mana. I have lost games because I kept a hand with 1 land and 1 SSG and just couldn't deploy my threats fast enough. Aside from "burst" situations, I almost always would rather have a land.
With no SSGs you might be able to drop 1 land and play 17.
I can't draw any conclusions yet, but I think I'm going to start testing other combinations of mana, like 15 lands + 3 SSG, 16+2, 17+1, 17+0. I have a strong feeling that in a deck like mine, where the burst potential of SSG is slightly less, that it's not worth using 4 SSG due to the inconsistency it causes.