I second Titandrake: this is a very difficult board, with many competing good strategies:
First, we have:
1) two of the strongest trashers in the game are available
2) the strongest draw in the game is available
and
3) Goons is available
Alternatively, we have
4) the high-power Vineyard, with
5) a great enabler for it (Armory).
Mitigating (1)-(3), but only slightly, is that everything's terminal (the draw, the trashing, the goons-ing), and the only village is the good but expensive Festival. Hitting 5 early will be crucial, so I think a Masquerade/Silver open is appropriate; hopefully that will be the only Silver you have to buy, preferring Festival on 5, a second Masquerade on <5, and Festival/Wharf/Goons as appropriate.
On most boards, (4)-(5) suggest a rush-oriented Vineyard strategy, but, even ignoring the presence of Goons, the expensive price of Festival suggests building up a bit first before going for Vineyards will be the right way to go. With Goons, one has to worry that the Vineyard rush will just get straight-up outscored (Goons being one of the few strategies that provides more sheer points than Vineyards). If the opponent gets all ten Festivals, we expect the opponent to get multiple turns playing 4-5 Goons, and even one such turn is gg, especially with the extra buys from Festivals and Wharves lurking.
Finally, a slight, but important, mitigation to (1)-(3) is that there's nothing cheap to buy, which slightly hurts the Goons engine (because it can't pick up tons of extra points till the very last couple turns).
All of this suggests a hybrid strategy, but one predominantly centered around the (1)-(3) deck: build up a Goons engine as described above. If the opponent doesn't compete for parts; you'll win, don't worry. If the opponent does, pick up a Potion and maybe an Armory; finding the right time will be the key to winning or losing.
Feodum seems like a waste of time here; it simply can't compete with multi-goons for points. (Province is also a waste of time until the last turn or two.)