This is not an easy set to play, and I'm afraid trying it single player won't make that much sense because of the heavy young witch interaction dilemma's.
I tried it anyway and
this is what the first 12 turns brought me.
I think important ideas here are...
* open young witch, even though the bane is quite playable. The chance of getting purple in his deck is worth it, and crossroads isn't that good anyway. Young witch is a pretty good card in your own deck in turns 1-6 even when blocked, because you have lousy estates to discard.
* It might take a while to get it working, but eventually decks will explode. So don't green early, keep investing in the future.
* KC and remodel can turn your deck into a monster, but that does require draw. If you can, stables are most effective for this. If you can't and end up with some crossroads, make sure not to rid yourself of all green. In the deck you end up with copper is worse then estate. (the other way around for a deck with stables)
* Don't add too many cards that get in the way of drawing the deck too early. Nomad Camp, Baron, Horse Traders... they're all nice but much better to go from "ok" to "super powerfull". I think in your actual game both of you got these cards too soon. If I can't get to $5 soon enough I can see myself adding a Horse Traders.
The most important difference is early focus on drawing cards.