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Get the arsonists out, get the guttersnipe out, swing with all. Then sac the arsonists and play grenades. 32 dmg with only one guttersnipe in play, not to mention the damage dealt in turns before the big bomb. Or you can get quest for the goblin lord out, boggart shenanigans, chieftain, rabblemaster, war drivers, krenko, and throw beefed up tokens at your opponent. As well you still have the grenades which I prefer to use with arsonist for the extra 1dmg but can be used on any goblin. I'd try and keep the heelcutters in my hand and build up tokens then swing with all, play heelcutters, prevent creatures from blocking, and play incinerate/bolt if need be.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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