OVERVIEW
This is a pauper Matron Goblins deck! After the edits I have made, it has CONSISTENT turn 4 wins, and if not turn 4, turn 5 almost every time turn 4 isn't achieved. The 17 mountain land base is pretty darn perfect, though sometimes shortage can occur. The ideal number of lands in hand is 2. 3 is a bit too many, and 1 normally means that the game goes longer, which is not very good for goblins!
GOBLIN HORDE
Goblin Sledder: very useful card! Means that we only need to push one goblin through to be victorious.
Mogg Raider: same thing as Goblin Sledder. But, instead of playing sled, this Mogg is cheered up by the evisceration of another Mogg.
Foundry Street Denizen: the goblin we want to push through. We're going to be casting a lot of red spells; this will get big!
Goblin Bushwhacker: if this hits the battlefield kicked, the game pretty much ends. A great game-ender, and just great card. A major win-con.
Goblin Cohort: just a pure value creature. The downside isn't even really a downside; every turn, a goblin will be cast. If not, the deck is being played incorrectly (or the player has bad luck).
Goblin Matron: an all-star of the deck, tutoring up anything for us to use when we need it! Need to tap down a huge creature? Tutor up a Stingscourger! Need some board presence? Tutor up a Mogg War Marshal! Need to win by completely destroying the opponent's life total? Tutor up a Goblin Bushwhacker! The possibilities are there!
Mogg Conscripts: same thing as Goblin Cohort.
Mogg War Marshal: an especially good card. This has extreme value; if you want a chump blocker, you have Mogg War Marshal! If you want exta tokens, you have Mogg War Marshal! Many uses. So much fun.
Mogg Flunkies: a great, big body on the field for cheap. The downside barely has an impact in tribal.
BURN
Lightning Bolt: the best burn in the format.
Chain Lightning: see lightning bolt.
Fireblast: an especially useful burn spell that is great for finishing your opponent off.
LANDS
Mountain: the only lands I need! Nice and cheap.
SIDEBOARD
Keep in mind that a couple cards in the sideboard has a lot of toolbox synergy with Goblin Matron.
Sparksmith: excellent game finisher if the game is going grindy against control or something.
Pyroblast: Against blue decks, like delver.
Death Spark: Excellent against token decks; easily recurrable to ping lots of tokens and/or white weenies.
Gorilla Shaman: the best we goblin players have against affinity. Destroys any of affinity's lands for 0 mana.
Electrickery: WAY better than Death Spark against tokens, though not recurrable.
Smash to Smithereens: another great card against affinity.
Flame Slash: great removal against most pauper creature decks. Will take out most anything, including Hooting Mandrills and Nivix Cyclops.
Stingscourger: useful if a big body that will swing for lethal is present; or just a pesky creature with an annoying ability.
MAYBEBOARD
Mudbrawler Cohort: might be a good choice to switch with Mogg Flunkies depending on the meta. I do sort of like the flunkies pure size, however, as I do need a good blocker.