You know, I don't think I expressed to you earlier how utterly cool it is that you made your own custom cards. Not just the game mechanics, but images as well! Nicely done.
Well, I finally got a chance to test your race out in my solo pseudo-Runewars game. I replaced the Latari Elves with the Goblins and played a 4-deck game with the other races. I'm not sure how well the Goblins do against the Waiqar the Undying. If the Waiqar player ever ends his turn by shuffling his deck to draw up to five cards, the other players pounce on him because they know he doesn't have reanimates in his discard pile, so he got taken out pretty early.
I think the goblins trump the Uthuk Y'llan because the Uthuk are about getting a few strong units, so they get swarmed by the goblins. My poor Uthuk were pulling an average of 5-8 attack each battle but the goblins kept coming up with 10. (I'll explain some goblin strategy below.)
The Daqan Lords really seemed to give the goblins a run for their money because they could swarm with footmen, defeating the benefit of the screamers.
Here's what I found with the Goblins:
Screamer: The Screamer is an amazingly powerful unit. If you get enough of them, you double the total attack of all Screamers, so it's actually worth while for an opponent to target this 1-cost enemy, rather than focusing solely on the more expensive goblins.
Recruiter: I'd say this is the bread and butter of this race. Because the goblins focus on outnumbering, you want to buy these units every chance you get in the early game. Assuming all goes to plan, they're basically a 4-attack unit. Pretty powerful, for only 2 gold. And the best part is that they set up . . .
Assassin: . . . the Assassin. The Assassin was the bane of the rest of the teams. Just by playing it, an Assassin will cause a faction to lose units. But the key to unlocking it's effectiveness lies in its combat ability: it is a "When played" ability, rather than a Resolution ability. This means you benefit the most from it if you make sure to play it only when you outnumber your enemy. The Recruiter lets you start off with 2 cards instead of 1, so on turn two, you can lay down your Assassin and destroy an opposing card. That's why the Assassin works so well with the Recruiter. For the exception of Waiqar's Reanimates, no other team has the ability to play two cards in one turn of battle, so your Recruiters guarantee a numerical advantage. Another thought on the Assassin is that it's ability to destroy when you outnumber your opponent is extremely powerful because it assists you in keeping your numbers higher than your opponent after you've already established some superiority.
Now, I haven't really been fair in saying Waiqar is the only other one that can play two cards in one turn because numerically, destroying an enemy unit is as good as adding two of your own, and the other factions have ways of doing this. Unfortunately, the Uthuk can only destroy enemies with their 5-cost unit, and that rarely sees play. Waiqar the Undying and the Daqan Lords have 2-cost archers that can destroy pretty effectively. If they take down the Recruiters or Assassins, the goblin numbers fall and the conscripted Screamers are weakened. Though I didn't play using the elves, their 3-cost Darnati Warriors would probably do well at destroying goblins, but since their card draw is only found in their 5-cost unit, they don't really have a chance. Only the Daqan Footmen and Waiqar's Reanimates stand a chance at outnumbering the goblins.
But what about The Horde? Sadly, in this game, the only 5-cost unit I bought was a Chaos Lord which was taken out by an Assassin on it's first time in battle. I imagine the Horde will only accelerate the goblin's strategy, but in all honesty, I think a deck full of Recruiters and Assassins will do pretty well against most opponents.
I've only played one game so it would be premature to say whether this race is too strong or too weak. I'll report again after a few more plays.
EDIT: I forgot the most important part: the Daqan Lords won the game. Once they discovered the strategy of picking off the Recruiters and Assassins with their Bowmen, the goblins were sent scurrying away with their ears held back.