Man, Base Act 2: Game 8 really sucks.
2 Cellar
2 Chapel
3 Village
3 Workshop
4 Gardens
4 Remodel
4 Thief
4 Throne Room
5 Laboratory
5 Market
Your two opponents start with normal decks. You start with 6 Coppers, a Silver, 2 Estates, and a Province. Your first opponent always pursues a Throne Room-fueled turbo Remodel strategy. Your second opponent pursues a Throne Room-fueled Thief strategy. You may notice that the only non-Treasure source of +$ is Markets. Opponent #1 of course needs to use Gold as a stopping point between $4 and $8 when remodeling, so those Golds tend to fuel Opponent #2's deck.
I assume your starting cards are supposed to be a benefit, but really they're an anchor around your neck. The Province gets in the way, but you don't want to trash it and lose those points. The Silver makes your deck vulnerable to Thief right off the bat.
This doesn't sound so bad, you might be thinking. But here's the clincher: you only get to draw 4 cards each hand, whereas each opponent gets the normal 5. This makes it harder to line up engine components, harder to line up Remodel targets, harder to reach decent $ totals, and
easier for Thieves to steal your stuff! I'm all for interesting setups in these campaign levels, but this one is no fun.
EDIT: Finally beat it.