The Forager/Marauder open will hit Marauder once on T3/4 again on T5/6 and then a 3rd time between Turns 7-9. Assuming reasonable draws you get 3 Cultists in your deck by the end of Turn 6. At this point you've played 1 or 2 Cultists ($5/$5 on T3/T4). Turns 7 and 8 should cycle through your 3 Cultists. Then 9 and 10 should do the same. My rough guess is that you will get around 8 Cultist plays by turn 10. In that time your opponent will have been able to hit you 2 or 3 times with Marauder.
Even if you got your Cultists off at the beginning, you really are playing Cultist/BM in the initial part of the game. The challenge of transitioning from this strategy to engine lies in the lack of a village. To trash down you must have your thinner in hand before playing any Cultist. Yes, you can buy Golem, but unless it hits a Forager your turn is over. As I see it, a Silver/Silver opening into Cultist pigeon holes you into playing Cultist/BM due to lack of viable transitions. Even going for Golem is tricky as you first need Potion and then get to Golem.
I don't like how many Silvers your opponent got. With as many as they did they seriously risked getting bogged down in Cultist Curses. The Spoils from Marauder allow for skipping Silver entirely here. Getting 3 Foragers (thanks JW) is the magic number to trash down quickly enough and stay slim in the face of Cultist. You can also spike a $5 from Marauder.
The way I see it is first survive the Ruin onslaught with Forager. This also protects against YW Cursing. Then transition into Haggler/BM to gain Gold from Province buys. Finish the game by Remodeling Gold/Province into Province.