There's been a lot of theory, so I tried a few of these strategies out on Serf Bot (closest thing to solitaire available, I guess). My play wasn't perfect, and in particular I wasn't always thinking about the interaction between Venture/Bank/Counterfeit, so sometimes I would draw a Bank without having played my other treasures; sometimes I would draw a Counterfeit having already played the Coppers I would have liked to trash.
In each strategy I recorded final score/points, as well as # of turns to about 50 points (4 colonies + a province) which might be typical of human vs human play.
1) Ednever's strategy, opening Loan/Loan: 23 turns to 69 points, 20 turns to 53 points. Note: the bot usually proscribed Gold and then Colony, which seemed reasonable to me, but a human would do better.
http://dom.retrobox.eu/?/20130517/log.51018592e4b02b7235c3841f.1368801976553.txt2) Geronimoo's strategy, single Counterfeit into Venture/Bank: 21 turns to 76 points, 19 turns to 53 points.
http://dom.retrobox.eu/?/20130517/log.51018592e4b02b7235c3841f.1368802370043.txt3) My own "by feel" strategy, using double Counterfeit: 23 turns to 85 points, 20 turns to 48 points. This had a bad start wherein I drew $7 and bought a bank on t3, and then had trouble reaching the critical $5 for many turns. Did have a cool turn towards turn 19 where I had >$45 and 3 buys.
http://dom.retrobox.eu/?/20130517/log.51018592e4b02b7235c3841f.1368802765434.txtI'm sure you guys could do better if you sat down and tried, but I don't know if there's a very obvious winner.
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A few general comments:
(1) Thin decks really would like +buy, but +buy is not reliable. Contraband is awkward to use, Counterfeit does not always appear in your hand when you would like it to.
(2) While I would not recommend Loan/Loan, it didn't do nearly as bad as I would have imagined. Contraband is also not a bad idea but does compete with Venture and Counterfeit.
(3) Knowing what to Counterfeit is a significant question. It's kind of like using Apprentice: obviously at the start you trash junk, but later on, when do you trash your good cards? Once the deck is thinned, Counterfeit on Venture can get huge cash (and you also have the +buy to use it).
(4) I don't think Hoard is viable here because of Colony. Stef comments that against a thin deck you could deplete Provinces and this sounds good, but I'd estimate offhand that BM + Hoard would take 15? 16? turns to get to 4 Provinces, and then another ~6 turns to get to 8 Provinces. All in all, I'd estimate 22 turns to 8 Provinces. In my attempt, Counterfeit/Venture/Bank managed to get 7 Colonies in 21 turns.