Turn 1 - Land, Skirk Prospector
Turn 2 - Land, Sacrifice Skirk Prospector, Goblin Warchief
Turn 3 - Land, Skirk Prospector, Mogg War Marshal, Brightstone Ritual for RRRR, sacrifice Mogg War Marshal and token buddies, cast God-Pharaoh's Gift, reanimate Mogg War Marshal during combat.
Turn 4 - Probably win.
And that's without power!
@Topical_Island Which is itself dubious. 2B Jester's Cap with a 5/3 body attached remains strong, but the cost of swinging with a Goblin or Rogue keeps going up. We haven't gotten a decent Gob in a while, though we do have some interesting Rogues. This is probably as bad as Gobs have been since the printing of Earwig Squad. Walking Ballista is a nightmare for a deck full of 1/1s.
One of the things that's hard to communicate to folks who aren't used to playing Gobs is how grindy most games are. Getting a 4/4 every-ish turn, often with a tutor attached, wins grindy games in ways that something vulnerable to StP and other spot removal wouldn't.