A little more on the Bolt/Grenade vs no Bolt/Grenade issue:
Goblin Grenade is too damn situational and can safely be taken out of the 60 without any consistency loss. If you find yourself needing to burn off the opponent when playing goblins, it means the deck didn't work. Everytime I really wished I had a Goblin Grenade in hand it was just so I could kill either a blocker or that annoying Platinum Angel, and it really hurts to 2-for-1 yourself like that. I would rather run or sideboard Flame Slash/Dismember, which brings me to:
Lightning Bolt - despite being an excellent utility spell, I think the 4 slots it takes could be better spent towards improving the deck's consistency (with more goblins, bump up to 3 Shared Animosity, etc). Goblins is not racing to burn off the opponent's 20 life like Burn does, it's looking for that perfect alpha strike which seals the deal ASAP. Again, I would rather run/sideboard Flame Slash/Dismember. They kill more things and you always want to kill blockers pre-combat anyway.
Edit: Also, regarding Legion Loyalist: you ALWAYS want to run 4. Even if its battalion doesn't stack up, you always want to have it! Most importantly because first strike will prevent your goblins from getting killed most of the time (you never have goblins to spare). Trample is a nice added bonus, and the usually overlooked token hate is awesome as well.
I'd really like to see Goblin War Strike reprinted. This card's potential was undermined at the time by the Onslaught block having only TWO token generators, and quite slow ones at that. It would give modern mono-red goblins its equivalent of "comboing off"- that unexpected moment to fear when facing the deck.
Goblin Piledriver would also be awesome, especially to have him as a sideboard option. He's still fairly easy to deal with.
this is a deck i built recently after looking at a lot of decks on mtgdecks.net
i wanted to go for something really versatile and resilient. the only thing i'm skeptical of is shrine of burning rage because it's stupid to play it mid or late game and in early game it will deprive you of your turn two- but it can still win you games and rewards you for longer games. so i'm not sure. there's a lack of removal as well, i do have bolts and terminates in my card pool but i want sensation gorger to work. any advice is welcome.
now for some evaluation of specific cards:
GOBLIN ARSONIST - i like this guy over mogg fanatic because it means 6 damage with goblin grenade and can kill 2-toughness creatures or two different 1-toughness creatures as a chump blucker. i think this outweighs mogg fanatic's instant speed.
GOBLIN GRENADE - i wouldn't want to play a full set of these. it's meant to use with the more expendable goblins (arsonist, bushwhacker after it's kicker) and as a sorta finisher after an alpha strike.
MAD AUNTIE - the regen ability is SO useful. chump block something and get your goblin back or save krenko/chieftain/wort from bolts and stuff. plus the lord thing.
GOBLIN WARDRIVER - this guy feels clunky as hell. he IS slow but he's like a mini lord when it's time to swing. it may not seem much but with a shared animosity or a lord or two it all adds up. plus loyalist = massive raid.
SENSATION GORGER - slow if cast on your third turn, but it makes up for it later. this guy makes sure you never topdeck and can really make you win the game. bonus: the face on your opponent when they have to let go their hand and draw a new one- sometimes a smaller one or full of useless land.
BTW i know my land base is ***** and no cavern of souls or aether vial 'cause i'm somewhat budget and won't pay more than 6$ for a card.
I splashed black to include Mad Auntie to preserve Krenko or Chieftain plus the lord factor. Boggart Birth Rite to get them back if they die. Bone Splinters serves as some sort of control early on or to kill fatties after wiping other choices with bolts/grenades.
It stands up to elf ramp, trashes boros weenie or aggro but is useless against control
haven't playtested against much else
Goblin Grenade is too damn situational and can safely be taken out of the 60 without any consistency loss. If you find yourself needing to burn off the opponent when playing goblins, it means the deck didn't work. Everytime I really wished I had a Goblin Grenade in hand it was just so I could kill either a blocker or that annoying Platinum Angel, and it really hurts to 2-for-1 yourself like that. I would rather run or sideboard Flame Slash/Dismember, which brings me to:
Lightning Bolt - despite being an excellent utility spell, I think the 4 slots it takes could be better spent towards improving the deck's consistency (with more goblins, bump up to 3 Shared Animosity, etc). Goblins is not racing to burn off the opponent's 20 life like Burn does, it's looking for that perfect alpha strike which seals the deal ASAP. Again, I would rather run/sideboard Flame Slash/Dismember. They kill more things and you always want to kill blockers pre-combat anyway.
Edit: Also, regarding Legion Loyalist: you ALWAYS want to run 4. Even if its battalion doesn't stack up, you always want to have it! Most importantly because first strike will prevent your goblins from getting killed most of the time (you never have goblins to spare). Trample is a nice added bonus, and the usually overlooked token hate is awesome as well.
And edit again for some grammar.
Goblin Piledriver would also be awesome, especially to have him as a sideboard option. He's still fairly easy to deal with.
12 Mountain
2 Sulfurous Springs
4 Dragonskull Summit
Creatures
4 Tattermunge Maniac
4 Legion Loyalist
4 Goblin Bushwhacker
4 Goblin Arsonist
3 Goblin Wardriver
3 Spike Jester
2 Sensation Gorger
2 Mad Auntie
4 Goblin Chieftain
2 Krenko, Mob Boss
1 Wort, Boggart Auntie
3 Goblin Grenade
2 Shared Animosity
2 Shrine of Burning Rage
this is a deck i built recently after looking at a lot of decks on mtgdecks.net
i wanted to go for something really versatile and resilient. the only thing i'm skeptical of is shrine of burning rage because it's stupid to play it mid or late game and in early game it will deprive you of your turn two- but it can still win you games and rewards you for longer games. so i'm not sure. there's a lack of removal as well, i do have bolts and terminates in my card pool but i want sensation gorger to work. any advice is welcome.
now for some evaluation of specific cards:
GOBLIN ARSONIST - i like this guy over mogg fanatic because it means 6 damage with goblin grenade and can kill 2-toughness creatures or two different 1-toughness creatures as a chump blucker. i think this outweighs mogg fanatic's instant speed.
GOBLIN GRENADE - i wouldn't want to play a full set of these. it's meant to use with the more expendable goblins (arsonist, bushwhacker after it's kicker) and as a sorta finisher after an alpha strike.
MAD AUNTIE - the regen ability is SO useful. chump block something and get your goblin back or save krenko/chieftain/wort from bolts and stuff. plus the lord thing.
GOBLIN WARDRIVER - this guy feels clunky as hell. he IS slow but he's like a mini lord when it's time to swing. it may not seem much but with a shared animosity or a lord or two it all adds up. plus loyalist = massive raid.
SENSATION GORGER - slow if cast on your third turn, but it makes up for it later. this guy makes sure you never topdeck and can really make you win the game. bonus: the face on your opponent when they have to let go their hand and draw a new one- sometimes a smaller one or full of useless land.
BTW i know my land base is ***** and no cavern of souls or aether vial 'cause i'm somewhat budget and won't pay more than 6$ for a card.
4 Frenzied Goblin
3 Frogtosser Banneret
4 Goblin Bushwhacker
3 Goblin Chieftain
2 Krenko, Mob Boss
3 Legion Loyalist
2 Mad Auntie
2 Siege-gang Commander
4 Lightning Bolt
4 Goblin Grenade
4 Bone Splinters
3 Boggart Birth Rite
4 Krenko's Command
4 Dragonskull Summit
2 Swamp
12 Mountain
i do think Frenzied Goblin has got to go and i need something as 2 drops. have considered Mogg War Marshal, Warren Weirding and possibly Terminate.
I splashed black to include Mad Auntie to preserve Krenko or Chieftain plus the lord factor. Boggart Birth Rite to get them back if they die. Bone Splinters serves as some sort of control early on or to kill fatties after wiping other choices with bolts/grenades.
It stands up to elf ramp, trashes boros weenie or aggro but is useless against control
haven't playtested against much else