Cave Goblins (Instinct / Cunning) is deck focused on swarming the board with cheap units.
An aggressive faction with high mobility, tricks, and strong melee orientation, the Cave Goblins are more comfortable on the offensive, threatening to destroy enemy gates and assassinate the opponent summoner. However, they can adapt to the situation if they have to play on defense or play a slow attrition game thanks to their many tricks.
The main plan of the Cave Goblins is to quickly fill the board with quick units and assault the opponent gate and summoner. Many of their events and units generate the best value when there are a lot of units on the board, so trying to achieve that is important. Therefore, they should start their games by summoning a lot of units very fast, and because of that, it is important to quickly build a second gate. Thanks to their Summoner Sneek’s ability, Sly, Cave Goblins have a lot of options on where to build that second or third gate, often in the enemy territory to strongly pressure the opponent.
So, summon a lot of units quickly, try to be on the offensive and put a lot of pressure, but if that doesn’t seem possible, be ready to play a slower game of attrition using all the Cave Goblin tricks arsenal to win the attrition war.
During the first turns is often important to play units as fast as possible to quickly develop the board. Some games we will able to mount a quick offense but others may struggle a bit if the opponent is quick to kill goblins.
This is specially true if we have troubles to find that second quick gate which you should build as fast as possible.
You may delay building a gate 1 turn if there is a plan to sly Sneeks to build that gate on the offense, but in some games that delay can hurt a lot.
If necessary play their commons wherever. Even if they are not doing anything the turn played, it is better most of the time to just play them rather than saving them or discarding them, as Cave Goblins don’t have much use for magic.
there is only so many cards you can burn, as the deck is very inexpensive and you can quickly run out of gas if you burn too many units.
Cave Goblins need to balance putting and keeping a lot of pressure on with not overexposing their units so much that the opponent can kill them faster than they can replace them. Otherwise it is game over for the Cave Goblins.
It’s correct to slow down in some scenarios to not allow the Cave Goblin units to easily be killed. The goal of the horde is really to reach a critical mass of units, but every turn they are not putting pressure on is a turn where the game is slipping away from them.
Balancing both goals; pressure and survival, is indeed no easy task.
Key unrelenting turns are often critical for this goal, but because of the Cave goblins need to play the cards very fast, is often hard to keep unrelenting for better turns.
Once you have a lot of units, Pile On, but especially Enrage The Horde will get a lot of value and Relentless units will become so much more relevant and Sneak can overwhelm the opponent with its added mobility.
At their worst they feel like you can’t get anything going, and just a disconnected bunch of weak units dying before accomplishing anything. But when played optimally, they really can feel unstoppable, quickly overwhelming the opponent by doing 3 times what your enemy is doing.