This deck is a hybrid between a mech-rush deck and a midrange deck thanks to hobgoblin. Most cards are minions with a mana cost between 0 and 3. This is still theorycraft though. Any suggestions are welcome to improve this deck. I have tried to implement Jeeves and even Coldlight Oracle for draw mechanics in case you do not get a hobgoblin. The problem with this deck is that if you do not get a Hobgoblin in the first 8 turns or so, you are kinda screwed. Therefore, I made this a lock deck. Not only can you lifetab, but you also get Voidwalker for example, which makes a great combo with Hobgoblin.
There are a few taunt units in the game. Do not play Hobgoblin if you cannot protect it. I always wait till I know the opponent cannot destroy it in his turn or if I can already get value out of Hobgoblin. This usually results in me waiting for a good combo in my hand but there are many good combinations to play. Turn 4 or 6 can be beautiful if you have the right cards.
The synergy in this deck can be found between all the mech units and hobgoblin and 1-attack units. The combinations of cards is what makes this deck strong. Although it has potential, I would call it a very fun deck to play, not legend material. Here are some examples:
Turn 3 can be an amazing with this combination:
Hobgoblin + Wisp + Wisp
In case you have a coin, but no wisps you can also:
Hobgoblin + Voidwalker
Turn 4 with coin could be:
Hobgoblin + Annoy-o-Tron
Other combinations that are amazing are:
Hobgoblin + Echoing Ooze
Hobgoblin + Flying Machine
Hobgoblin + Gnomeregan Infantry
Of course, there are also all the combinations with all the mech units but I will not mention them here, as most people already know these combinations.
I made a video about this deck, the explanation, theorycrafting, existing examples and gameplay. I would love to hear what you might think about this deck and how it can be improved.