It had a lot of Special Illustration cards as well as a fair number of good cards for those who just want to play rather than collect
Creating as many goblins as you can to fuel Krenko is key, from Dragon Fodder to Mogg War Marshal, combined with haste enablers, and effects to make sure they connect (like the flavourfully named Goblin War Drums)
It captures Laws strategic thinking from the Dressrosa storyline and opens the doors to unique ways to play
During the Battle Phase, when a Spell/Trap Card is activated (Quick Effect): You can negate the activation, and if you do, destroy that card, and if you do that, this card gains 500 ATK
Then you can -7 as an ultimate to have your foe exile X cards from their library where X is your exiled mana cost, so that's a win-con over time