what is the optimal strategy in this kingdom, do we think?
open militia or witch/chapel and then, initially you would think council room/militia is good but then stop to realize that that gets super very countered by both library and, heh, moat (super big handsize means you're likely to have it if you buy, like, 2)
i would think council room is still good though because your opponent will not have trouble drawing; then do workshop/throneroom/feast and gain your way up to the top, festival/councilroom is probably good. witch is probably only good if you can get it early, just because chapel is there; workshop gardens kinda stinks because it doesn't really benefit from opponent's councilroom.
another fun thing maybe more suited to theory is, if you had to pick 6 kingdom cards that you could buy for the whole game, what would they be?
competitive:
chapel, throneroom, feast, festival, library, militia (library and militia might be switched with witch and councilroom)
worshop, gardens, cellar, village, thief?, feast?
another another fun thing is analyzing in what way it changes from expansion to expansion: prosperity (kapow!) to dark ages (rats/fortress/what?) to adventures (what)