All I need to know is what the
Cave Goblins told me.
"Think like a python, not a viper."
No, there aren't snakes Summoner Wars. But the most common mistake when playing the
Cave Goblins is to rush straight at the opponent's summoner without a plan.
I think of them as equal parts crowding deck and combo deck.
First- crowding.
Cave Goblins' high frequency of 0-cost Units is a good introduction to crowding. Prioritize surrounding enemy walls and reducing their available summoning spots. Have
Sneeks get in there! Have him attack walls and enemy Champions, and then SLY back 2 spaces behind your line to safety at the end of the turn. Keep your guys in a checkers-like diagonal grid and you'll keep the pressure on. Put your extra walls on the front line. Use
Goblin Rush to bring more guys up, not to strike at their Summoner with just one attack die. I use
Goblin Invincibility pretty much as soon as I get it to keep the pressure on.
When I say that
Cave Goblins are a combo deck, what I'm primarily talking about is
Goblin Rage +
Goblin Horde Attack. Do your best to hold onto Rage or Horde Attack until you get the other - there are three copies of both in the deck. If you've got at least 1 or 2 little 0-costers around, together with
Sneeks and one other body, you're gonna blow stuff up. If your opponent tries to go Champion-heavy, which they likely will if you've been crowding well, this combo can quickly chasten them, killing 1 or 2 Champions in a turn. The same can be done with walls. You'll often have a turn or two of buildup while you surround the wall, waiting for the combo, and then BOOM! Gone.
One more note:
Mook is a stud. A champion with that ability, life total, and cost would be broken for almost any other faction. He makes me wish the
Cave Goblins had A Hero is Born, although I'm not sure what event I'd trade for it; I tend to play all 9 each game. I like to put him out in apparent danger, and then have him swap backwards with
Sneeks and keep boosting guys with 1 life for the rest of the game.