Ayyy it's ya boi GoldStarBrother with another decklist + rambling wall of text. This is my version of HastagEternal's Green Scream (A-qRu6F_7kQ). It's pretty much a tempo/combo deck, you use the warcry units and cheap removal to apply pressure until they're low and/or you have enough cards and power to hit them with a wombo combo. Sometimes you don't even need the combo but they're pretty easy to come by so you'll usually win with one either way.
I took out the Revenge stuff because it kept screwing me over when I had a big whammy with Scream/Dark Return but Hero went back in the deck. The Revenge and Lifesteal was nice for resiliency but it seemed like I could just use more aggressive cards and kill them before the game goes long enough for it to really matter. So I added Ripknife Assassin and Crownwatch Paladin instead of Stonepowder Alchemist and Piercing Grief. They both have good battle skills for Hero (Aegis is the best one to give her), and they soak up removal before you play the heavy hitters (unlike Alchemist or Grief). This makes the deck less combo-y but more aggressive with a more consistent alternate wincon (warcry buffs vs fast damage and lifesteal). Basically the deck felt like a aggressive tempo-y deck but Grief and Alchemist are more grind-y value type cards so they were out of place.
I also took out the Crownwatch Traitors and Rindra for Shelterwing Rider and Mirror Image. Traitor is pretty good alone and gives 2 unique battle skills for Hero, but Shelterwing is also pretty good alone fits more with the aggro gameplan of the deck, and has better battle skills for Hero. Rindra is good but he won't give Hero any abilities if it's not already night when you play him, and he was the only double Shadow card in the deck so it makes the influence a lot easier. Plus the deck felt a little soft to fliers and it has Devour and Mirror Image to take advantage of a 0/5 Rider. Mirror Image is just nuts in the deck and felt better than running more units.
The market was mostly good but Rindra's Choice is too defensive and the power wasn't needed so I added Gift of Battle and Permafrost. Gift of Battle is one of the most grabbed cards since it's absolutely nutty with Hero (and pretty good with most of the other units in the deck). You'll win a lot of game by grabbing it to add 5-10 extra damage to an attack. Permafrost is a great removal option for the Market since it's so cheap, and I took out the only removal in the market so I needed something to replace it.
The last changes I made were to the maindeck removal suite. The old version ran 4 slay 4 Permafrost. That's pretty decent but it's a bit weak to Teacher of Humility, and weights really screw this deck. So I replaced the Permafrost I moved to the market and one of the Slays with 2 Annihilate. That's still only 5 answers to a turn 2 Teacher on the draw, but Ripknife Assassin is also a decent answer and Slay or a Merchant can answer it on the play so you're not going to lose to weights very often.
Tips
Try not to play turn 3 Hero unless you're pretty sure they have no removal, or you have a Haunting Scream + 2 drop combo for turn 4. This isn't a hard rule though, a lot of times you want a turn 3 Hero to draw out removal, get it in the void for a Haunting Scream combo next turn, or if you have a huge combo for turn 4 and plenty of backup if it fails (e.g. Berserk Ripknife + Crownwatch).
You generally want to just curve out and attack with a lot of warcries, berserk, and beefy units until you can combo them for the last 10-15 points of damage. The main combos I've been using are Hero + Scream on a skillful unit on turn 5, and/or various combinations of Jennev Merchant, Gift of Battle, and Mirror Image. You can kill them with a bunch of merchants if needed by grabbing Mirror Image, using it on the Merchant and grabbing either Haunting Scream or Gift of Battle. This is probably the way to go against control decks because of all the Aegis.
The deck isn't easy to play so don't get discouraged if it seems bad - try to keep track of how alternate lines of play would have gone. Also keep track of how much damage you can deal each turn by dumping all of your cards, especially if you have Hero, Merchant and/or Haunting Scream. This is important because the deck can deal a tremendous amount of damage out of nowhere pretty often, you'll probably be surprised at how quickly you can get lethal a lot of the time.
Against skycrag aggro I don't think I've won a single game. It's a really bad matchup, not sure what can be done there.
Temporal Control is a great matchup. Games go long but usually you can OTK them when they think they're safe at like 20 life. Basically every threat you have must be dealt with and you have plenty of time to assemble a huge attack out of the graveyard.