This is a tough board. There's an engine, and it takes a bit of work to get going.
Black market is the most defining card on the board. The black market deck contains goons, a few villages, remake, and some solid cards like hunting party. Uncontested, the cards in the black market deck will gradually take over the game.
The trashing on the board is a slow process. Loan is the most reliable, miser is the weakest, and mint is solid after the first bandit camp/artificer. From the black market deck, remake and forge can trash estates and stray copper later on. Later in the game artificer and young witch can be used to discard copper before playing loan.
The build path is constrained by terminal space. You want to play a lot of terminals (especially black market), which means that bandit camp is a particularly nice 5 to pick up. A single artificer is also nice for mid-turn gaining and setting up future draws. Having a minion or two provides an attack an opens up some interesting options, although smithy plays better with bandit camps.
On 5/2, I would open artificer/X, with the intention of using artificer to topdeck a black market and then buy a loan. If my opponent went young witch, I'd pick up an additional black market on the first shuffle. If they chose to skip black market, I'd probably pick up a young witch. I like playing with only 1 loan to maximize the chances of getting lucky with mint.
There's going to be an extended endgame, as it's a single buy board (plus the black market deck) where distant lands provide an attractive alternative to provinces, particularly for engines.
So, in summary, if you play goons every turn, you'll win. Easy game, right?