Apart from Dame Anna, there's really no trashing here (and I guess StoneMason, but that barely counts), so I think Cultist is the way to begin, you'll want to win the Ruins Split. Then there's piles that like to empty (Ruins, Magpie will go quickly with Ruins in your deck) so Cities will be pretty powerful as the game goes on. This game probably ends on piles.
There are some cool things you can do with StoneMason, although I don't think I would pick one up unless I hit 7 for two $5's, the $5's seem so important in this Kingdom that I can't imagine I'd use 6 on two $4's. Once you're done with your Cultists though, you can trash them for draw and pick up two Advisors or Menagerie's or something or something.
I guess Knights + Fairgrounds is a thing, but I can't see the player who goes for Knights and then starts buying Fairgrounds being able to match the player who swarms them with Ruins. If a good knight ended up at the top of the pile (Anna, or maybe Molly with all these nice Terminals, or Sir Bailey, I love Sir Bailey), I might decide to go in that direction early.
With 4/3 though I probably open Magpie Silver. 5/2 I grab the Cultist and nothing. With the Magpies and Silver I can hit 5 a lot and start grabbing Cultists, and go from there.
The only thing I think is missing from this Kingdom is an event (or two). Mission would be interesting here, there's a lot of attacks to play, Magpies to gain. You could introduce an event for trashing (Bonfire or Trade). Borrow to make it easier to grab $5s. The great thing about Events is that you can play the same Kingdom over and over, but you start adding different Events to it and it's like a new game every time.