I played this all the way from season start to master in July 2017. The deck is quite tricky to pilot, but the basic idea is just that you draw lots of cards with devour/quarry/scheme and try to maximize value from your 1/1s, maidens, and removal spells as you go to maintain control of the board, and then you hopefully win the game with Hour. An unanswered maiden can run away with the game on its own in some matchups, but usually your goal is just to survive until you can play Hour. The bad matchups are the Harsh Rule decks (Armory, Chalice, Combrei) since maiden is less useful there and surviving to Hour isn't always enough to win (you can try to pressure these decks with 1/1s to make them play Harsh Rules before Hour or find multiple Hours to play one at a time to grind through Harsh Rules, but things are still hard).