I was actually doing something a little silly in that last game, playing rickety mine is a gamble most experienced players dont take. Ive done it a few times because I think the card is fun, and when it pays off, it pays off BIG. Turning 2g and a card into 6 g over 2 turns is a great return, but if it only triggers once, like this game, its pretty meh.
There are 2 major decision points that have a huge impact on the way the game unfolds, so the game can trip into lopsided territory as soon as turn 1.
Patrol decisions: This could be the biggest decision, especially for green, as you want to maximize your economy to play big expensive units or lots of little units. The best way to regain parity in any matchup is to ensure that when your guys die in the patrol, they give you more resources or make the enemy expend more resources than you did. Trading a lobber (1g and a card) for a basilisk (2g and a card) is on paper a bad trade for green, but putting it in tech. As an addendum to that, you can make the trade too expensive that the dont take it, and as soon as green has a board that sticks around, they start going bonkers against red.
Tech choices: Especially the first tech choice (which isnt really on the first turn but kinda is), because what will show up on T3 is very important. As P2, you are trying to counter or neutralize whatever tech P1 plays out, and as P1, you are trying to establish a strong enough lead to preventP2 from taking the initiative. Tech choices after the first are either in support of what you went for first, or stalling to get you to the win condition, like pirate gunship, wandering mimic, blooming ancients, might of leaf and claw, etc.
There isnt really a good way to simplify designing your patrol, but tech choices, there are some established tech trees you could follow, similar to the build paths in the RTS community that codex takes inspiration from. They are listed in the collected resource thread.