This is a fantastic game to post in terms of learning potential, and I really admire your attitude. Keep it, regardless of how good you'll get. You'll always suck; getting better, in fact, is for a large part just discovering the finer and finer ways in which you suck. It always saddens me when an opponent, after losing a game, abuses the chat by whining about shuffle luck, defending his strategy or attacking mine. So to reward your attitude I decided to write a detailed break-down about how I would approach a board like this, which I hope will not just improve your play but also how you think about Dominion.
Seems like I got a lot of bad shuffle luck to me.
I find that when I get really shafted by shuffle luck it's completely obvious to me and it doesn't bother me at all, I can laugh about it, even, like one laughs about a freak event precisely because it's so improbable. But whenever I feel the need to whine or complain, whenever I feel any sort of frustration, or even the slightest need to mention anything at all, it's usually a sign that I know, subconsciously, that I'm playing poorly, but that my ego gets in the way of admitting it. In this game you didn't get bad luck, you just played it poorly. And that's okay lol, I'm a bit jealous even, I whish I could learn so much from a single game
On to the actual game...
The first thing that stands out to me when looking at your log, is you buying lots of Coppers and green cards. I think this indicates a lack of fundamental understanding of the game. The point of Dominion is not to amass at some opportune moments a good amount of victory points and hope that whenever the game randomly ends you have more of them than your opponent does. Rather, the point of Dominion is to manipulate your deck in particular and the game state in general in such a way that you maximize your chances of winning the game. Everything you do, every single decision you make--from what to open to when and whether to green--should be done with this goal in mind, and ideally you are continuously aware of exactly how each of your individual actions aligns with and contributes to this higher purpose.
How does this apply to your game? When you first look at the board, before even thinking about what to open, the card that should stand out at once, towering so high above the others that they are completely obscured by its immeasurable shadow, is Goons. What makes Goons so powerful is not just that it gives you VP, but that the amount of VP it can give scales super-linearly with the number of Goons in play: 2, 6, 12, 20, 30--so having one turn where you play 5 Goons can be as good as having 15(!) single-Goons turns. Moreover, if you use your buys correctly, you'll be gaining much of your VP while simultaneously
improving your deck, whereas buying green cards almost always detoriates it. Goons +buys have the additional advantage of giving you endgame control through 3-piling.
So when Goons is on board, the first thing you should ask yourself is whether there is a way to play multiple Goons/turn. For this you absolutely need some sort of Village (including both TR/Procession/KC/Golem + cantrip and Madman), and ideally also some sort of draw. Both are available in spades here in the form of Village/Fortress and Menagerie/Smithy, respectively. There are no cursers or other attacks that might complicate things, nor are there any rush strategies to worry about, so it's pretty clear that you want to end up with a deck with lots of draw, lots of Villages and lots of Goons.
Having determined our destination, it's time to figure out the best way to get there. One way is to just open Smithy/Silver, aim for a quick Goons and then just load up on Villages and more Smithies and Goons. This looks nice on paper, where we whishfully envision every Smithy being flanked by a Village and drawing just as many Goons as we have actions left. In that pesky reality we happen to inhabit, however, almost any deck that holds on to the 10 junk cards it starts with is going to be terribly inconsistent. When you want to build a reliable engine, trashing, in whatever form it comes, is simply a must.
Because you want to trash as early and often as possible, Remodel is the only viable open, both with 4/3 and 5/2. You do not want a Mine, as you want to get rid of your starting cards, not just turn them into Silvers. With 4/3 you want a Scheme with your Remodel. Opening Silver is a serious mistake as relative to Scheme it both decreases deck-cycling and expected number of Remodel plays, while giving you very little in return because there are no $5 cards you want and you are very unlikely to hit $6. Past your first Estate (which I might turn into a 2nd Remodel), you want to Remodel your Coppers into Embargoes (probably Embargoing the Goons if you don't hit $6 with it) if you don't need the Copper right away, as this makes your Menageries better quicker.
When to get your Menageries depends on what your opponent does. If he gets a quick Goons, grab them immediately after, otherwise wait till your deck is lean and varied enough to have a reasonable chance of activating them (which is sooner than you might think, as Remodel can allow you to get rid of just the right duplicate when you have Menagerie in hand, and Scheme enables variation). Don't get tempted to buy more than one Silver, you'll likely get your first Goons either from Silver-2xCopper-Embargo or from Remodelling a Fortress or Remodel.
With this approach you should be able to build a deck that draws itself consistently, even in the face of a discard attack. Just make sure you end up with (ideally) at most 1 each of Copper, Estate and Silver to basically guarantee that your Menageries keep drawing and drawing and drawing. Once you get to that stage you'll overtake the deck that didn't bother to trash down in just a few turns. Remodelling a Fortress into a Goons and playing it the same turn will be particularly nice.
I hope it's now clear why exactly buying all those Coppers and green cards is so bad, but in case it isn't: the many Goons you'll be playing will give you enough points to not need any green, and both the green cards and Copper completely destroy your Menagerie's drawing potential, which, when properly managed, are Villages + Smithies in one.