Figured it'd be boring to talk about it before people had actually played, and that it would be better suited for after most matches were done. Anyway here are my pre-game thoughts on the game 1 kingdom: (haven't read other logs or other posts on it, so apologies if I repeat stuff)
Torturer, Merchant Ship, Moneylender, Caravan, Familiar, Watchtower, Steward, University, Embargo, Hamlet
I quickly discarded a strategy based around Torturer as not being good enough unless it was paired with University, as Hamlet/Torturer didn't feel particularly exciting, and Embargo would murder that strategy anyway. I then discarded University/Torturer for being too slow compared to Familiar, but a fine alternative if you stumble on the turn you draw your Potion. It's not like University can't gain other things too if preferred. Embargo killed the Torturer chain, and seemed like it would be able to force a Potion buyer into going University anyway, while ignoring the Torturer yourself while stocking up on Hamlets and Watchtowers (which counters both sides of Torturer). To sum up, I felt like this game would not be decided by curses if one or both opponents went for Embargo given the other player opened Potion.
What's left is some pretty sweet engine-like cards (Hamlet/Watchtower is fun, definitely), some good trashing, Merchant Ship which is kinda sweet when you can attempt stacking them, etc. My plan prior to the game started was to block Familar with Embargo, and otherwise try building a solid engine deck with a Steward, a few Watchtower (a few turns in, anyway), Hamlets, perhaps Caravans if necessary, eventually Merchant Ships, perhaps a Torturer or two if it seemed good. It's not like all these cards don't work well'ish together.
What then happened in the game was we opened 5/2, and most of my planning went out the window. Luckily, my opponent went first and opened Torturer, which clearly signaled he was on the Torturer/Hamlet plan. This was, I felt, good news for me, as I could go for Familiar while blocking his curse giving capabilites rather well, with Embargo and later Watchtower. Merchant Ship/Embargo is a sweet opening in this situation imo, I then grab Potion intending to get Familiars. I didn't want to open Potion/Embargo for fear of him getting an Embargo on his turn 2 and shutting down my Familiar plan.
Things go pretty much according to plan after that, he gets some University/Torturer stuff going but it's too late and the deck isn't focused enough to do any real damage, as it has Curses and cards that don't help that plan, and the Curse pile is already half depleted bla bla etc. Plus Watchtower is a sweet counter, anyway. I win the curse war 5-2 (I took two rather than discard cards as I had a double Familiar/Province turn coming and I felt my deck could easily handle two Curses), and control the game pretty well I think.