So, by popular demand, people wanted to know my Hooru slaycaller list. Generally, it was made to combat the aggro and aggressive midrange decks running around, with the same amount of spot removal as a mainboard Argenport Midrange, along with an Icaria Blue's loadout of sweepers, and a bunch of aegis and lifegain. Card advantage essentially comes from treating feastcaller like a different variation of Tavrod. More resilient to hard removal, less resilient to permafrost, and if you back him up with the correct removal, will get bury the opponent as readily as !moo.
The real star of the deck is the best 4-drop in the game--shelterwing rider. She can beat down opponents who don't have an answer, and if answered, still sticks around as a wall to block off the chip damage in time for you to harsh rule an opponent trying to overextend around her, or just take over the board from behind the flying wall role she serves.
Essentially, the shadow splash is nearly free in this deck, demanding only one shadow sigil, and the rest are based off of the 2F crests you want for the sequence of draw -> scout anyway. Slay is slay, and BSH is BSH.
The levitates do interesting things in this deck, and you can get a huge amount of mileage from them if you can identify your opponent's wincon. Being able to pop a CoCu's or Paladin's aegis for free is so very nice.
Most likely this isn't an optimized list, and the lack of any fast interaction is irritating, but ultimately, what do you cut?
Playing this deck, the worst matchups are the ultra-greedy control lists that exploit the fact that this deck doesn't really get on board until turn 4, but all of those decks just get pounded by any aegis aggro, Icaria, or enough CoCus. So I think this deck is fairly well-positioned.
A sideboard I think could look something like this:
2 sabotage
1 suffocate
1 eilyn's intervention
1 bring down
1 lightning strike
1 lightning storm
1 unseal
1 vanquish
2 vision of austerity
1 eilyn's choice
1 auric runehammer
1 staff of stories
1 black-sky harbinger
A bunch of 1-ofs, of which you side in several depending on the match. Ultimately, your plan is fairly consistent--draw a bunch of cards, grind out with a bunch of removal, aegis, and life/armor gain.