Hello friends.
This is a deck I have had a lot of fun playing. I had been running into a lot of Icaria Blue, so I decided to brew a Haunting Scream list to counter it. I used this to climb from rank 50 masters to peak at rank 3 (and am currently sitting at 4 or 5). Felnscar scream has been something of an overlooked archetype in Set 4 after initial interest at release faded. The concept and construction is fairly straightforward, but I will explain a few notable choices.
(1) Crunch at 3-power instead of Assembly Line or Gorgon Fanatic: I think Assembly Line is quite weak right now outside of Kennadins and Obelisk decks. In this deck, the strength of Assembly Line is heavily dependent on drawing combo pieces (Queen, Devour, Combust), all of which are already good when combined with other cards in the deck. In terms of value per power spent, Assembly Line is just a bad version of Grenadin Drone, and I would never be comfortable casting it against Combrei. When comparing Crunch to Gorgon Fanatic, I think Crunch is the superior burn card (and this is a burn deck). Overwhelm makes infiltrate substantially easier to proc, and is a great combo with quickdraw. The fact that Crunch doesn't die when it connects also threatens much more damage. Lastly, the discard effect can be a relevant way to put berserk units into the void for combos in future turns.
(2) No 2-power draw spell: Power is very precious for this deck. Your goal is to continuously pressure your opponent and threaten damage. Cards like Cull the Deck and Quarry are tempo negative. Historically, Quarry has been used to fish for specific combo pieces that would eventually guarantee lethal (ignoring the rare instances where its discard is also relevant). I think Merchants, which are also understatted for their cost and therefore tempo negative, have largely taken over this role. I do not think that running 8 copies of hand customization is reasonable in a deck as fast as this one, which already has access to other draw effects and nightfall.
(3) Kerendon Merchant: I actually had to sell myself on this card over time via testing, but I adamantly believe that it is the right merchant for the deck. Before I even talk about the market, I will mention that the deadly keyword has been surprisingly relevant for both attack and defense in my games. The reason that Shadow is the best Market that it provides access to the Madness combo, Haunting Scream, AND a 4-cost charge unit of your choice. The marketed charge unit is an excellent way to find more gas when you don't draw it naturally, and a great combo with Dusk Raider. I chose Bandit Queen because I think the guaranteed quickdraw ensures the biggest berserk payoff.
I haven't spent a lot of time working on the power-base, but I have not run into many problems either. The deck has been running smoothly for me, but I look forward to hearing about y'alls experiences and suggestions. Peace :)
Edit 08/21/18: Lots of Teacher and SST in my pocket meta, so I am testing Annihilates. If this doesn't apply to you, use the original decklist! Currently rank 4 after laddering today.
I didn’t have many of the Legendaries. I only had two Queens and I had 0 Highwayman. I subbed in Pyre Elementals for the Highwayman, they always came out for 2, and synergized well with Dark Return and Haunting Screen to really blitz the opponent.
I just wanted to say kudos and thanks for the deck.
Now it’s time to play some jank!
After testing with this for about a week I feel that Rindra is better than Vicious highway - Although Vicious is better in certain occasions (early) - the charge is good but the lifesteal depends on having another way to kill than the single 1 shot it gives for 1 damage. Screaming Rindra is far superior to screaming vicious. The only drawback is that rindra does tend to get silenced more before going to the void, but I still think its better. The mana isn't impacted that much - just need an extra blue. If you scream rindra dark return her and she is better than returning a screamed vicious from the the void. I think the late nightfall is bad because it lets the opponent draw more but typically its over in the next turn if you manage a screamed zerked rindra.
I opted to add 2 plagues - 1 to the deck and 1 to market (took out the mana) - I'm not seeing the mana issues others see. I dropped 1 annihilate in the deck for the plague. Plague gives you two things - if someone is running a weenie deck and you get it early with market you can stop before the buffs hit and stall their progression. The other big one is Aegis - plague rules Aegis. As someone else pointed out vicious is usually only good at popping aegis this will open up the field for madness and removal.
Madness in combo with combust and devour is brutal! Bonus if you can use it on a 4 cost to scream it.
Getting out an early dusk raider (turn 2) is a huge bonus. Even if she gets removed shes cleared the way and can just get returned. Early Zerks on BQ or Fury Champ is win.
Cheers
I have tried this on diamond 2 and I have now 9-11, which is not awful. But I feel like something has to change. Maybe the power base, maybe adding some buffs to our units like Shugo Standard. idk
The deck is indeed really funny to play btw.