Cards:
Goblin Electromancer: Makes goblins cheaper.
Dragon Fodder/Krenko's Command: With Electromancer out, they are 1 drop 2 goblins.
Empty the Warrens: With an electromancer out, for the same cost you triple the amount of goblins, with 2 or more out, it gets ridiculous.
Goblin Chieftain: Haste and +1/+1 sure help make this deck a little faster. Also he combos well with Krenko.
Krenko, Mob Boss: This card is awesome. Exponential Goblins, add chieftain in for haste and +1/+1. Also, be sure to use his ability after you drop 6-10 goblins with your electromancer/empty the warrens combo.
Teleportal: By the time you need this card, you will likely have at least 2 electromancers out, making the overload very affordable. Evasion.
Anticipate: Draw and pseudo-scry. for 1 with an electromancer out.
Divination: 2 or 1 drop draw 2. Not too shabby.
Rune Snag: ... Because rune snag.
Deck weaknesses:
Board Wipes: I'm not sure how to get around this one, especially on a budget.
Spot Removal: Get's rid of the important stuff at inopportune times.
Infect: Because I'm not ready for that by turn 3...
Fog: Drop 1, your token army is irrelevant.
Indestructible creatures: Limited amounts of removal and nothing permanent means I HAVE to rune snag these, and if the other player has enough mana or a spell snare, it's not pretty.
Deck Strategy in summary:
1. Make Goblins
2. Make Goblins Squared
3. Strap Goblins to teleportation devices and throw them at the other player
4. ??
5. Profit/Victory