To make a deck fitting your criteria, you may want to try the following:
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Its weaknesses are the following:
1. Shriekers are at a disadvantage to graboids in the early game, primarily because their cost is much more to launch.
2. The lack of PC means at times perms will be your biggest enemy, even having your opponent put one in place can mean your demise if it is something like wings, owl's eye, discord paired with black holes, etc.
3. When not facing a deck with denial, you will definitely be overproducing
in longer games, since this deck is played more as a rush than a stall, the idea is that games won't get to that point.
4. Speaking of denial... if you face devourers, you may be seriously hurting for time quanta.
Here's a variant I once used to win a sunday tournament, and had some success with in Beginner's League this past season:
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590 590 590 590 593 593 593 593 593 5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5rk 5ru 5ru 5ru 5ru 5t2 5t2 5t2 5t2 5t2 5t2 8pm
It's quite straightforward in the way it is played, and the earthquakes can easily be swapped out for basilisk blood or even iridium wardens in any combination. Consider removing an RT for an extra ghost for more damage even.