Let me go through the cards:
Goblin Guide: A 2/2 with haste and a very minimal downside; what isn't there to like, plus hes a goblin which helps fuel my grenades late game.
Memnite&Ornithopter: These are nice little 0 drops that are primarily used as sac fodder to Kuldotha Rebirth, but they also count as a spell for the surge of my reckless bushwhacker. They also get buffs from my pump cards that can turn them into quick and large threats.
Kuldotha Rebirth: This little card works wonders with 0 drop artifacts, simply play a land, a 0 drop, and a rebirth to get 3x 1/1 goblins. A wonderful turn 1 play, especially when combined with a bushwhacker turn 2.
Goblin Bushwhacker&Reckless Bushwhacker: When kicked and surged these creatures come in fast and pump the rest of my team for often hilariously high amounts of damage on turn 2.
Signal Pest: These guys has a nice bit of evasion, but the battle cry is why they're in this deck. Plus, being artifacts they can also be sacced to kuldotha rebirth if your in a pinch.
Contested War Zone: This is another pump card, but in the form of a land. Works really well with a banners raised for a nice turn 3 swing.
Banners Raised: This one gives all your creatures +1/+0. Might not sound alot, but if your attacking with 5 1/1s, you've just doubled their output.
Lightning Bolt: It's a red deck in modern. How could these not be included. They can clear the way early game for your attacking force, or finish off opponents when their board gets too big.
Goblin Grenade&Shrapnel Blast: These are very useful late game cards, primarily to get some extra straight to face damage in when your creatures simply cant attack any more.
Bomat Courier: Is there mainly for card draw