Haunting Scream is a goofy deck based on getting Gorgon Fanatic and Direwood Beastcaller into your void/graveyard. Once either of those units are in there, you can Haunting Scream to bring that unit back with charge and flying. Those abilities are permanent, so you can then cast Dark Return to continue the shenanigans.
Thanks to the recent patch, Gorgon Fanatic was buffed so that it gives you (the player, not the unit) +3 health if the infiltrate ability connects. Here is the decklist that I have been messing around with…
1 Blind Storyteller (Set1 #192)
3 Dark Return (Set1 #250)
4 Levitate (Set1 #190)
1 Permafrost (Set1 #193)
1 Suffocate (Set1 #251)
1 Unstable Form (Set1 #189)
4 Annihilate (Set1 #269)
4 Haunting Scream (Set1 #374)
2 Lightning Storm (Set1 #206)
3 Vara’s Favor (Set0 #35)
3 Whispering Wind (Set1 #202)
2 Amethyst Acolyte (Set1 #276)
4 Direwood Beastcaller (Set1 #271)
1 Feln Bloodcaster (Set1 #386)
1 Flash Freeze (Set1 #209)
4 Gorgon Fanatic (Set1 #375)
4 Push Onward (Set1 #213)
1 Recurring Nightmare (Set1 #382)
4 Wisdom of the Elders (Set1 #218)
1 Steward of the Past (Set1 #287)
1 Vara, Fate-Touched (Set1 #307)
8 Primal Sigil (Set1 #187)
5 Shadow Sigil (Set1 #249)
1 Amethyst Monument (Set1 #426)
3 Diplomatic Seal (Set1 #425)
4 Feln Banner (Set1 #417)
4 Seat of Cunning (Set0 #62)
Blind storyteller: This card helps you draw your threats/combos and puts creatures into your void.
Whispering Wind: I think that this is a better version of blind storyteller. Whispering Wind has to attack to trigger its ability, so it’s not great if the opponent has flyers or Boardstall Titan.
Unstable Form: This is like a silence and/or debuff effect. You can also get cute and cast it on Direwood Beastcaller if the Beastcaller has already used its infiltrate trigger. I don’t know if this is a great card in this deck because it doesn’t help your non-flying units trigger infiltrate. But everybody needs some funstability in their lives.
Removal: Removal spells help your units naturally connect with infiltrate. Removal is also generally good in all matchups.
Amethyst Acolyte: This deals with dawnwalkers (and beastcaller/haunting scream shenanigans if you happen to play the mirror). It can also be recurred with dark return if you need to kill another 1-toughness unit. I don’t know if this card is good but it seems useful.
Feln Bloodcaster: Defensive unit to deal with aggro.
Flash freeze: I’m not sure if this, removal, or unstable form is better. As a 1-of, it should be decent. It doesn’t do the same things as unstable form (and vice versa), so I think it’s fine to run both Flash Freeze and Unstable Form.
Recurring Nightmare: Another card that works well with Dark Return and Haunting Scream. Maybe run this as a 2 or 3-of. Generally excellent against slow control decks and durdle decks… though it is weak to silences from Desert Marshal and Torch (control decks often run 4 marshals or 3-4 torches).
Vara, Fate-Touched: Helps close out games. The recursion gets a little out of hand.
Harbinger bat: This is a fine card, though I’m not running it. I think you’d rather connect with the infilate + dark return + haunting scream shenanigans.
Grasping at Shadows: Some type of reanimator build with this card and Vara’s could also work.
Steward of the Past: A great defensive unit that acts as the fun police on dawnwalker shenanigans, ephemeral wisp, etc. Also trades 1-for-1 with big dumb Combrei units.
The combo train
Once you connect with Gorgon Fanatic once, it is likely that you will draw other combo pieces. This turns Fanatic into a card drawing engine, so you don’t really need other stuff like Celestial Omen or Scouting Party. I think it may be right to go deep on the combo. You can go deeper on the Combo with another Whispering Wind and maybe Blind Storytellers too, as well as another Dark Return.