+Goblins (10)
Roll a six-sided die. Create a number of 1/1 red Goblin creature tokens equal to the result.
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
When you control a Dwarf, sacrifice Goblins of the Flarg.
Whenever you cast a noncreature spell, you may pay . If you do, create a 1/1 red Goblin creature token with haste.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
When Rise of the Hobgoblins enters, you may pay . If you do, create X 1/1 red and white Goblin Soldier creature tokens.
: Red creatures and white creatures you control gain first strike until end of turn.
When Swarming Goblins enters, roll a d20.
1–9 | Create a 1/1 red Goblin creature token.
10–19 | Create two of those tokens.
20 | Create three of those tokens.
The Space Family Goblinson has trample as long as you've rolled three or more dice this turn.
Whenever you roll a die, put a +1/+1 counter on The Space Family Goblinson.
Domain — : Wandering Goblins gets +1/+0 until end of turn for each basic land type among lands you control.
Choose one —
• Charge Them — Creatures you control get +2/+0 until end of turn.
• Befriend Them — Create two 1/1 red Goblin creature tokens.
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