Dutch Standard deck

Holandeses
Standard Dutch with multiple options. General idea is to squeeze in maximum amount of banks in age 2.
Build order:
Age 1
Don't collect last wood crate, build a house, put 3 villagers on coin, and others into hunts. Send 3 villagers card.
Age up with wood crates, collect the single remaining wood crate and build a market to research hunting dogs in transition
Age 2
Build barracks and queue some skirmishers. Build banks, you can go greed to 5 banks here if enemy leaves you alone. Oftentimes, training some skirmishers is the safer play. Another option is to send 3 hussars to raid. This is unexpected from Dutch so works surprisingly well. If you are being rushed delay the banks and train more skirms and send pikemen. Base building is important for rushes so if you think you will get rushed build market and banks like a wall around your tc and resources and build an outpost inside.
Age 3 and after is very situational. Here are the army compositions for late game play.
1. Skirm/Ruyter:
The only weakness is the sieging, which can be mitigated with some artillery. Very pop and cost-effective, with most of the cost in gold. Kite every fight.
2. Halberd/Artillery
All around composition. Requires some micro on the artillery with culverins, but not as much as the Skirm/Ruyter
3. Mercenaries
Meme comp but still strong with royal horsemen and highlanders. Very fun to play. You need to put all merchants into coin production. Might even consider some more coin production cards instead of infantry upgrade cards, as they don't affect highlanders.