Alright, this is the deck that got me through the ladder and landed me at Expedition #1 a couple days after Argent Depths' release, and still has me handily in the top 25. It's a shadow-heavy build, which shouldn't be surprising considering the number of tools Shadow has gotten recently. It differs from other decks in the archetype in a few important ways, however.
Most of these differences are a result of this deck's inclusion of
Prism Golem (here in the decklist represented by Worldshaper's Staff, as Prism Golem's card ID seems to be broken currently. Many of the shadow decks running around at the moment are built around the combo of
Karvet, Redeemed and
Severin of the Dark, or splash a second color (Xenan and Feln seem to be the most prevalent of these currently running around).
This deck takes advantage of Prism Golem, no longer restricted to a high-downside weapon, giving it another 5/5 for 3 to join
Marionette Cross. And without Cross' downside at that! The real MVP of this deck, however, is
Spiritweaver. It smooths hands out early and gives you tons of breathing room by giving most of your units lifesteal. This is a deck designed to race enemies down fast, leave them at a low health total by the mid-game and then punch your way through their defenses to finish them off. It is very, very good at this.
The combination of a high volume of early 5-health threats and abundant lifesteal makes this deck a nightmare for most
Jekk, Mercenary Hunter-centric decks, thus the name.
Impending Doom and
Feartracker take the place of Eremot and Karvet respectively: Doom gets benefits from Spriitweaver unlike Eremot, and Feartracker is good at grinding down the opponent's health total to close games out (and doesn't make Prism Golems worthless).
The 2x
Makkar's Quiver and the market
Midnight Hunt are responsible for closing out a ton of games: by the endgame they can give you 10+ extra attack and result in a flash kill. If you have board control and a clear lane to the opponent's face, Hunt should be the first thing you market 100% of the time.
The Vows are in here to thin your deck as fast as possible, improving your average draw as the game progresses. There's no reason for this deck to go over 9 power, and usually it doesn't. And thanks to Spiritweaver and the lifegaining resiliance she lends the deck, the damage you take is usually almost entirely irrelevant to the result of the game.
The two
Damara, Deft Saboteurs are mostly here to steal time decks'
Grodov's Burden and make them mad.
The power fetching and removal can be adjusted to your specifications: Beseech the Throne could be either
Vara's Favor or
Wrath of Caiphus, and the
Deathstrike could be all sorts of options.
Everything else is pretty self-explanatory, I think. Have fun!