This deck is actually my friend's deck, but I've added a few changes to the pieces to give it a good strategy: build up a goblin army, then have two ways to win - either with the classic army-charge, or by sacrificing goblins for a bigger blow. With the tokens that Dragon Fodder and Goblin Assault generate, you can actually have a four-turn kill here, building them up, and then using 4 Goblin Assault spells to finish it off at turn 4. If not, then Goblin King and Shared Animosity will almost always give you a 20+ power attack. As a finishing card, Voracious Dragon is very good and helps the synergy of the pieces as far as building up a Goblin army.
PREFERRED OPENING HAND: A good opening hand should have 3 lands, 1 Spike Jester, 1 Raging Goblin, 1 Dragon Fodder, and 1 Goblin Grenade. Another good hand could consist of 3 lands and basically anything else on this deck. That's how convenient a Goblin Deck should be.
STRATEGY (turn-by-turn reference): There are many possibilities to this deck in terms of turn-by-turn strategy, but the best would be the four-turn kill which consists of: Turn 1 - Bring down a Raging Goblin; Turn 2 - Cast Dragon Fodder; Turn 3 - Cast a Spike Jester or any goblin for that matter, and; Turn 4 - Finish the game off with 4 straight Goblin Grenade spells. The only setback though is that it would work with a perfect hand and a perfect draw. If not, then the basic strategy is that by every turn, you should at least produce at least 1 goblin (hence the presence of Dragon Fodder and Goblin Assault), and swing for at least 2-3 damage. With this concept, there are many ways to finish the game off. For example, you could straight-up just attack him or her if he or she has been having a bad draw day, or you could cast Goblin Grenade when he or she is at least take 15, or you could go the risky but rewarding way of sacrificing everything for Voracious Dragon, or basically anything you do with Shared Animosity.