
Voidwalk Aggro deck that uses the benefits of harbinger to play minions faster than opponents. The odds of landing a harbinger space near enemy avatar are pretty good, about 20% chance x 3 rolls. The goal is that this allows you to play a 2 cost minion on turn 1, and a 3 cost on turn 2. Air is the focus early game and all cheap minions are air based to make it easier to know what sites you need to play. Playing a tower on turn 1 allows you to have a 3 cost voidwalk minion on the board immediately. Location might not be ideal but it’s in play. Don’t focus on attacking avatar like interrogators but instead attack wherever the opponent is weakest. Play sites defensively to hopefully stall their attacks. The cores are in the deck for affinity but the goal is that they help bring out the larger threat minions sooner, not looking to play a core on turn 1 or two, since the harbinger is already that fast. But a core plus harbinger space allows you to play a 6 threat with on site 4. Toolbox to zap or searing truth to win. Other cards to help get haunts back in the game with a bad roll. Very spirit focused to play off evil presence and keep up the aggression.
The last cool theme of the deck is being able to have maximum flexibility on where you can summon minions. You have your sites, the void, the harbinger sites, the evil presence sites, and potentially enemy sites through Saracen raiders and Jack the Ripper. Simply being able to have way more choices of where to play minions and having a mana advantage from turn 1 are the key.
if you make tweaks, I could see changing sites to lean more air focused for easier early game reliability. Kythera mechanism or ether core could be swapped. I’ve also toyed with great famine for removing problems, and doubling down on luck with thunderstorm and lucky charms.