The idea would be that the discard of a card from Thieving Imp would deter them from putting too much pressure on me, since they probably want to get their teched cards as fast as possible.
I guess, to lay it out more completely:
T1P1, Thieving imp, Worker
T1P2, Worker, Hero (If they try to get back up to 5 cards, if not, they will miss their first tech reshuffle by 1 card or more depending on how low on hand they go)
Tech two Carrion Curse
T2P1, Hero (or one of blacks 1 drops +tech 1), Heroes Hall, Worker, Patrol worker and patrol with Imp and Hero. (if need be, Quince to get an additional patroller in the mirror?)
T2P2, Hero can use a spell to get rid of something, and/or attack into something to kill it and play a unit and worker? (down to 4 cards in her draw phase)
Tech at least one Community Service
T3P1, Play Orpal Gloor (or if you dared to play Orpal at turn 2, save your 2 coins and get your delayed tech 1) to play Carrion Curse and hopefully discard 2 more cards from their hand.
If your opponent is back on cards, you are more likely to be able to discard 2. If they are not, the dream would be to force them down to 3. Their reaction to seeing Carrion Curse would probably be to get more units, for which Community Service surely will discard their hand even more.