This is an awful strategy.
It's not awful it's just easy.
It's awful (in the sense that going for it will lose you a ton of games).
This is exactly the kind of deep analysis I come to f.ds for.
https://youtu.be/qQ3cSfzaYEk
Hunting Party, by existing on the board, helps engines so much that any non-engine strategy will have a hard time winning the game unless the engine is really bad or the other strategy is really good. Including Hunting Parties in the other strategy is not enough to make it really good, because Hunting Party doesn't help the other strategy even nearly as much as it helps the engine. That is because engine strategies are built to benefit from cycling, because they keep building the deck while other strategies are already greening. When you have cycling, your newly added cards will appear in your hand much sooner, which allows engine strategies to get really explosive once they reach the point where they can cycle through their entire deck every turn. If you're playing a strategy that greens instead of building the deck, the cycling is just going to cause your newly added green cards to appear in your hand much sooner, which is undesirable. Furthermore, digging for unique cards is a somewhat more useful effect for engines, because in the early game, you want to connect your cards (be it trashers with junk or splitters with terminal draw) because that's where the vast majority of your cycling power comes from anyway, and Hunting Party helps with that.
Well my example is kind of the BM for HP stacks, it's a benchmark. Usually you can improve on it.
Quite literally, because HP stacks are a form of big money (you spend your early turns buying cards that are powerful on their own and don't antisynergize with each other and then you green at BM speed). I guess you can call it "improving on it", but to word it with a little bit more clarity: usually you can go for an entirely different strategy and kick the HP stack player's ass.