
Into the Void
The name of the game is control the void, and play as many defensive sites as possible to slow down your opponent while you work on powering out unspeakable terrors from beyond the pale.
The key to playing this deck is building an L along the back row and side to maximize site control, limiting where your OP can attack you, and just bombarding them with voidwalkers.
Princess (Kytheria or Ether core tutor) Stargazers (card draw), and failed mutations (because these things are defensive tanks)
The toolbox collection plan will vary by meta. Almost went with pigs for the lifegain on a body over the imps, but decided against it because we can cast the imps for free, and OPs tend to end up with stacked minions because of the unusual site placements.
UPDATES AFTER TESTING:
MULLIGANS: You need to mulligan aggressively for a defensive site, I also tend to ship any big baddies above 6 casting cost unless the hand presents a clear path to get them out very early.
REMOVED
Stargazer is OUT this was always a test to see if it would on average draw more cards than grandmaster wizard, but so many times you only have 1-2 minions in the void, that GMW is IMO just better.
Falling Star is OUT (too slow in the late game, found myself getting to 8 drop mana consistently on turns 4-6 and this just being dead unless dormant monstrosity had the corners all blocked out this has no other real use)
Ghost Crabs are OUT they are amazing on the first 2-3 turns and anytime after that are massively outclassed.
Howl from Beyond is OUT. Black mass is just the better option. It doesn't risk banishing your Kytheria or other key support cards.
ADDED
2 Grandmaster Wizard see previous note on stargazer removal
2 Failed Mutation IN (these things are so good they even go into the voidwalk deck just because we can)
2 Shoggoth's (we just need the extra minions to up the count)
Toolbox number 3 IN (yes, it's that important, and that good.)
SITES
Coming soon, the only thing that I want to still test in here is Mountain Pass but TBD
(currently going down some number of bogs and dens of evil to try mountain pass and no mans land.)
COLLECTION
Riptide OUT (our body of water is largely meaningless and this was just here as a cantrip)
2nd copy of Murder of Crows IN (wards are real and you need to be able to deal with them or else.)
NOTE 1: This list is disrespecting cemetery hate. If Archie or Deathspeaker gain a strong foothold, we will have to address this or get wrecked.
NOTE 2: still testing the chaoswish combo. like I said before it's probably just a free win 10-15% of the time which isn't nothing. (Update: this is starting to feel more like 5%-10% and I'm not sure it's truly worth the slot.
NOTE 3: THE YOGFATHER MIGHT BE JUST BE A COSMIC JOKE GUYS. Kinda thinking about swapping him out. Also Necromancer and Wards are prevalent to the point that maindeck Murder of Crows might not be an insane choice. I am also leaning towards removing four waters if Yog goes.
META UPDATE
Major overhaul is finally here. Will actually do a primer if any of it sticks. The new premise is that for Harbinger to have a shot at thriving in this meta it needs to shift gears from trying to drop big bombs (if you want to do that play a dedicated earth ramp deck) to trying to use the Avatars discount to power out midrange threats in the void ahead of curve. The defensive site plan is still in play so we don't fold to aggro or can dig in if needed — but a more aggressive river rapids, wuthering heights build could just be straight up better. This is another deck that would love to be 3 elements, but that's really a trash idea in this meta soooo. Here we are.
~ Hardhope