This is an old (circa 2010) build of legacy goblins, here's the rundown.
Lets work our way up the mana curve, shall we.
The one drops.
Goblin Lackey - One of the most important early plays in the deck. The most important turn one play (don't let AEther Vial fool you). If this deck can drop an unanswered lackey turn one and swing for damage turn two things begin to look grizzly on the other side of the table. After that damage, optimally you've dropped a Siege-Gang Commander, but any value goblin applies pressure. In the late game; however, Lackey is a dud. Off the draw he isn't what you'd like to see.
AEther Vial - This is another very important early game card. Ticking up a vial out of the gates gives goblins the inherent mana advantage it needs to function optimally (and keep up with the legacy power level). Being able to drop an extra uncounterable dude on the board every turn (often on their turn as a trick) with Vial is a huge advantage. However, just like lackey vial loses its luster in the late game.
Legion Loyalist - Ah, and so begins the toolbox (grabable by Matron or Ringleader) of goblins. Loyalist is in the deck to enable Goblin Piledriver to push to its fullest. Giving Driver trample is all you need to really start laying down the beats. The "can't be blocked by tokens" and first strike portions of the battalion ability are surprisingly relevant.
Mogg Fanatic - Another tool in the box. Fanatic deserves a spot not only because it is an efficient little duder, but also as anti-Dredge tech.
Tarfire - Toolbox alert! Tarfire is an efficient, tutorable, burn spell. Considering how comfortable people get at very low life totals in legacy, that tutorable extra two damage can be very important.
Now on to the two drops.
Goblin Piledriver - This guy brings the beats early and often. He is what makes the deck actually win damage-wise. That's about it. The interaction with Loyalist is worth noting again.
Stingcourger - Another tool. This guy is effectively red Unsummon. The amount of ways to cheat a dude into play in the legacy format make being able to bounce something back to their hand hard removal. It really hits its stride as anti-Reanimater tech.
Gempalm Incinerator - I know what you're thinking, and yes in reality Gempalm is a three drop but If he is being used correctly he is always a two drop. This guy is less of a dude and more of an uncounterable (Stifle withstanding) burn spell that draws you a card. A triple threat, a real win win win!
Now for the actual three drops.
Goblin Warchief - The Chief does some important work. Haste and another inherent mana advantage.
Goblin Chieftain - Toolbox boi! Effectively, Goblin Chieftain is a fifth instance of haste. When flashing him in off of a vial for the few extra points of damage, Chieftain can save the day.
Goblin Matron - The toolbox enabler herself. This old crone knows how to get you things. Matron is here to get you that Chieftain that you really need right now! or that Siege-Gang to go over the top of a board lock to win the game. Even that final Tarfire to hit a key blocker. She is important to have, but even more important to use correctly.
Goblin Sharpshooter - Sharpshooter is a very effective one-of to include in the deck... sometimes. To quote Anchorman "60% of the time, it works every time." That is to say he is either a power house or a 1/1 for three with a drawback. The optimal point of sharpshooter is to be able to clear their side of the board and then be able to rush in and win, so in the mirror match, against Death and Taxes, or Elves he's solid tech, but sometimes you just need to side him out in game two, just like Fanatic, Stingcourger, or Scrapper.
Time for the four drops.
Goblin Ringleader - Ringleader is a draw spell, he is here to make sure you recover after a blowout board wipe and to dig deep for an answer.
Krenko, Mob Boss - Krenko is a win con all by himself, the ability to generate that many tokens is unreal in the right situation. Also he can be used as a major decoy. When you drop Krenko it is hard for most players to ignore him even if he is not the biggest threat. Krenko will often coax out a player mistake. Capitalizing on this opportunity is key, forcing them to make the player mistake and waste a removal spell on something that doesn't really matter can be just the thing to swing the game in your favor.
Tuktuk Scrapper - Tool Box, Babaaaaay! He destroys artifacts and deals damage. Running him as at least a one-of in main board is effective anti-tech against a few lists.
The one five drop.
Siege-Gang Commander - The biggest wrench in the toolbox. Siege-Gang is a complete utility card. He can be an outright win con, he can be board control, he can be board pressure.
On to the land.
Mountain - Red mana.
Arid Mesa - Mesa thins out your deck and reduces the chance of having a dead draw of another land when you don't want it.
Cavern of Souls - This is here to make sure things resolve when you need them to.
Wasteland - On its best day Goblins isn't just a resilient mid-range deck its also a mana denial deck if you can turn one Wasteland into a Vial and keep stringing Wastes so they just can't even, but Vial keeps plopping dudes its a virtual instant win. Almost no deck in the legacy format can compete with Goblins once their first 3 or four land drops are gone.
Rishadan Port - This is another card to help in the mana denial front. The point of this land is to be able to deny them of the colors they need most by tapping during their upkeep step.
We are getting close to the end here, now for the sideboard.
Pyroblast - This card goes in against blue decks such as Hightide or Merfolk.
Surgical Extraction - This comes in against Reanimator, so when there target hits the graveyard you can extract the whole set of them, against Reoccurring Nightmare for the namesake card, and Lands for their Life From the Loam.
Magus of the Moon - This comes in against Lands and any deck running a very diverse mana base for very self explanatory reasons.
Tuktuk Scrapper - Once again, very simple this comes in against Mud or other pesky artifacts like Jitte, Batterskull, or the Candelabra.
Mindbreak Trap - This comes in against combo like Hightide or ANT.
Pyrokinesis - This comes in against Fish, the mirror, or Zoo. Basically this card becomes relevant against creature oriented decks when you need more removal.
The maybeboard idea of Chaos Warp is due to the fact that lately I have been getting crushed by Miracles. That match up should usually be in my favor, but Moat and Humility have been dropping hard so I am desperately trying to find a way to deal with enchantments without splashing white for Disenchant.
Now here is the thing about goblins, everyone tries to treat it like a hyper aggressive deck but in fact it's not. Really this archetype is best described as resilient mid range. The point of goblins is that you want to have a board presence that is threatening and big enough to get you where you want to go, but you never want to over extend to a point where rebuilding is going to be harder than it needs to be. What separates the great Goblins players from the chumps is knowing the difference between over extending and reinforcing their position. The trick is to be able to judge when you have enough guys on the field to apply enough pressure to win and when you are dropping guys just to drop dudes. One of the biggest advantages of goblins is their resilience. Being able to rebuild after blowout board wipes quickly is key, thus keeping a full hand is key. Not over extending is about the most important thing to keep in mind.