Reach Whenever you roll a die, if the result isn't stored on this creature, you may store that result on it. When you do, this creature deals 1 damage to any target without a hat. This creature gets +1/+0 for each result stored on it.
When this creature enters, create a number of 1/1 red Goblin creature tokens equal to the number of opponents you have. {3}{R}, {T}: If a source you control would deal damage to an opponent this turn, it deals double that damage to that player instead.
This creature can't attack unless you control more creatures than defending player. This creature can't block unless you control more creatures than attacking player.
Haste Whenever this creature attacks, defending player reveals the top card of their library. If it's a land card, that player puts it into their hand.
"I've been all over this world. I even remember some of those places."
{2}{R}: Reveal cards from the top of your library until you reveal a nonland card. This creature gets +X/+0 until end of turn, where X is that card's mana value. Put the revealed cards on the bottom of your library in any order.
Goblin lairs sit high in Jund's mountains. This gives the goblins easy access to the sacrificial peaks above and lets them build up a head of steam before attacking prey down below.
Trample This creature can't attack if defending player controls an untapped creature with power 3 or greater. This creature can't block creatures with power 3 or greater.
Whenever this creature attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead.
He never wastes energy distinguishing between friend and foe.
Other Goblin creatures you control attack each combat if able. At the beginning of combat on your turn, create a 1/1 red Goblin creature token with haste. Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Goblin.