EDIT: I updated this list into
Beatdown Hunter and I think it's a lot better. It actually feels like a real deck that someone built with the goal of winning games now. And Hatcher Hunter is still pretty integral to the strategy, so I'd recommend that version. I just kept this post because I didn't want to change this list/writeup.
This deck is surprisingly good. I thought it was going to be irredeemably awful. But it's actually just janky-but-works, which is pretty good for a Hatchery Hunter deck.
The idea is to have a bunch of Echo cards and card draw plus Hatchery Hunter to get a large hand full of 2 power 3/3 fliers. That's actually a strong line of play when you get 4+ fliers nearly every time (and often a lot more). Especially when you can get it as early as turn 4. Generally you shouldn't worry too much about losing cards to the transform as they're mostly bad - the strongest thing this deck can do is get those serpents ASAP.
Once you have the Serpents you only want to play as many as you need. Usually this means playing 3 the turn after Hunter then 1-2 more for the next couple of turns. This is to dodge boardwipes but also to get as much use out of Pitfall Trap as possible.
Pitfall Trap is the real MVP, the early interaction is really helpful (especially with the Snowballs), and the draw/discard effect is very strong here. We really only want to draw Hunter so seeing as many cards as possible is important. And with all the Echo cards your hand gets bigger as you see more cards, even with the discard. Also once you get the Serpents from Hunter it's easy to activate it every turn for a while and plow through the deck.
Voice of the Speaker is also super good as it gives you a
lot of extra cards in hand, and helps fix your power.
Obelisk is obviously great here, it often gives the extra stats needed to close out a game.
I'm not sure on the numbers of Relics vs. Echo cards, I went with more Echo because I figure you need the Relics less and they stick around once you find them. With all the draw finding what you need doesn't seem to be much of an issue.
EDIT: I think you do want 4 Pitfall trap as it's actually really good in multiples. Herald's Song has been underwhelming so I removed one of those. It might be worth taking another one out for the 4th Obelisk. It might also be worth swapping it for more interaction or another echo card.
Overall I wouldn't call this a good deck, but it's not awful either. It can win some games and usually you get to play at least one Hatchery Hunter.
It doesn't have Monolith or Arcanum, but it is definitely better so I thought you might want to know
I also though of using the Praxis Arcanum to make the Serpents cost 1. If you can get 1 cost serpents then Etched Monolith is amazing as you'll be able to play 5-7 the turn after you play Hunter. But I only have one Arcanum (I think you'd want 2 to 4), and I'm not sure where I'd fit it so I haven't tried it. So if you're looking to experiment with a more explosive build, finding room for Etched Monolith and Praxis Arcanum could work.
Also you posted this comment twice, I think it's really easy to do on this site. I see it all the time and I've done it a couple times myself ;)
It's definitely better so I thought you might be interested in it.
It's still pretty janky but it feels a lot more viable now, thought you might be interested.
And I added this paragraph to the description just now in case you didn't see it:
Once you have the Serpents you only want to play as many as you need. Usually this means playing 3 the turn after Hunter then 1-2 more for the next couple of turns. This is to dodge boardwipes but also to get as much use out of Pitfall Trap as possible.