Pretty basic Hooru Unseen deck, has been working extremely well for me in Masters (I've climbed about a 1000 rank points I lost from messing around with meme decks). It's no surprise that Hooru midrange is Tier 1 right now, but I think the Unseen synergy makes it even stronger.
My favorite aspect of this one is that it's extremely balanced between big threats and removal. Most decks have to choose between having a lot of threats or having a lot of removal, but this deck has a surprising amount of both. If you combine all the different types of removal together, there are nearly 20 in the deck.
In addition, with the Ward effect provided by Darkveil Agent, and the high health of most of your units, these are incredibly tough and difficult to remove threats.
At 5 upvotes I'll make a detailed guide.
*edit* The detailed guide, as promised:
Early game/Mulligan phase -
In the early game, the goal is usually to simply acquire enough power and influence to use your deck. It's very classically midrange, which means that you typically don't start dominating the board until Midgame.
So in the early game you want to Mulligan for Permafrosts, Seek Power, Strategize, Darkveil Agents, and Kothon. The deck has a lot high influence-requirement units, so it's important to begin building your mana/influence base from the beginning, which sometimes means sacrificing a turn or two of board presence.
Use Permafrosts and Vanquish where possible to stabilize the board until you can begin controlling it.
Midgame phase -
In the Midgame, begin dropping your threats one turn after another. Play on curve where possible. It's usually better to play a 4 cost Shelterwing Rider at 4 max power, then play Unseen Commando + Darkveil Agent the next turn, than to play in a different order and not be able to play as many threats in two turns. In midrange decks like these, you must be very efficient with your resources.
It's extremely important in the Midgame to keep at least one unit on the board, if possible. Nostrix is such a huge part of the deck, and if Nostrix can't mentor a threat, usually it means you've lost the game.
A lot of times, especially against Control Decks, you'll simply win in the Midgame, especially if Unseen Commando synergy is making your units do more damage each turn. If not, proceed to the:
Lategame phase -
This is where you'll be using Nostrix on your most powerful cards in order to secure your victory. The two best targets for Nostrix are Shelterwing Rider and Kothon, but honestly any target will work. Prioritize flying targets, even if they're silenced on board because it means that the ones in your deck which aren't silenced will be much more powerful when drawn.
Eilyn is generally very powerful here for finishing the game by silencing two of your opponent's biggest threats, while being a huge threat of her own.
In the lategame is where Yeti Furflinger's ability can actually be a huge tempo swing when you use its ability to shut down enemy threats.
Deck synergies - Darkveil Agent
into Yeti Furflinger
= Activate Agent's effect again.
Nostrix, Lord of Visions
+ Kothon, the Far-Watcher
= Huge flying threat which can still block the next turn.
into most of your units = attack boost.
into Lida, Most Skilled
= activate Killer + attack boost.
+ Shelterwing Rider
= Reapply Ward.
The deck has a lot of synergy in general, just play it some and you'll find it.
If you have any further questions, don't hesitate to ask! Video guide coming tomorrow (Sunday 3/25).