A Whiter Shade of Green
$2
Hamlet
$3
Woodcutter
$4
Gardens
Horse Traders
$5
Duke
Torturer
$6
Goons
Nobles (as a Victory card)
$7
Expand
$8
Peddler
This kingdom features three main routes to victory, one tactic that can supplement another strategy, and one tactic that can be a supplement or a strategy unto itself. I think.
Woodcutter/Gardens is probably the first thing that jumps out. I made it Woodcutter/Gardens instead of Workshop/Gardens, because I think the latter would be a touch too dominant, but I'll defer to others' greater expertise here. With Woodcutter/Gardens, optionally using Hamlets to play multiple Woodcutters if they come up, you might be able to race to a fast win. Both Hamlets (which loosen up your turns as you play) or Estates (which further increase the VP count) are good candidates for achieving the three-pile ending.
Horse Traders/Duke is the second main strategy on the board. Horse Traders is great for Duke, because they work even when you've got a lot of junk in your hand -- and if you're racing Duchies, then racing Dukes, you're going to have a lot of it. What's nice about this strategy is that you can switch from Duchies to Dukes earlier if you've got an opponent going the Gardens route and approaching a three-pile ending sooner than you'd want. If you're NOT facing a Gardens opponent, you can buy Gardenses yourself whenever you can't scrape together $5 (and don't need to use those turns for treasure) Since you're sometimes going to want to use Horse Traders' extra buy for Coppers, this bumps the value of extra Gardenses, too.
The third main strategy is Torturer chains. Since Woodcutter and Horse Traders were both required for Gardens and Duke, respectively, and Bazaar would preclude Torturer, we have to settle for Hamlet to chain the Torturers together. But the flexibility of Hamlets makes them not at all a bad choice, and as an added bonus you can open Hamlet/Torturer and get started all the faster. Normally, Torturer chains overwhelm anything else on the board, but note that Gardens and Duke players are probably going to have more than the usual number of green cards in their hands that will be easy to discard. Moreover, Horse Traders/Duke can take Curses in stride, and they might outright help the Gardens player. So, while it still might be a winning strategy, the Torturer chain isn't as much of a slam dunk here as it usually is. It's also weakened a bit by the lack of strong trashing -- but strengthened again by the remaining cards on the board, which I'll get to now.
Goons/Hamlet provides another avenue, with the same caveats about Goons' hand-size-reduction attack. Alternately, Goons and Torturers can be mix-and-matched: the Torturers draw, and the Goons provide the buying power and VP. Hamlet, conveniently, will often be able to feed the Goonses some extra buys, and using all those buys makes Gardens, again, an attractive late-game consolation prize on turns when Provinces aren't affordable.
Expand and Peddler were the last cards I added. Basically I just considered the remaining possibilities that offered promise. The Peddlers can supplement just about any strategy, but the Gardens and Duke players will have a tough time obtaining them and probably shouldn't try. But anyone playing Torturer and/or Goons will find them nice additions. Optionally, an Expand can be thrown into the mix to turn the Peddlers into Provinces (and, more obviously, the Coppers into Silvers and Estates into Torturers or Duchies).