I played an interesting board yesterday and still don't know how to really play it right:
Haven, Watchtower, Fortress, Butcher, Contraband, Count, Cultist, Horn of Plenty, Wharf, Border Village
Here's my log:
http://www.gokosalvager.com/static/logprettifier.html?20140425/log.50e7525ee4b0b5b74140a6c0.1398451483393.txtIt was a Colony/Estates game yesterday. I replayed this with against bots twice.
So, it's of course a big, big engine board. You want lots of Wharves, Horns, and Border Villages if you hit 6 (or 6+5, 6+6...). With so many hot engine components and Cultist, the game will probably end on piles.
You probably want early Watchtowers to defend against your opponent's Cultists and to topdeck these nice components, Border Village + Wharf on top will guarantee to kick off next turn.
My questions are:
Do you want Cultists? Watchtower is really good defense and you could pick up more Wharves instead.
Do you want a Count? Trashing is nice, but if you have enough Wharves you may just power through your deck and draw those Coppers and Estates. You could pick up another Wharf instead.
Do you want a Butcher? Again, trashing is nice. You may also trash single Ruins which slipped through your Watchtower defense, and there's also Fortress for some trashing tricks, although that might be to slow here, and again, on 5$ you probably rather want a Wharf or a Horn.
Yesterday, I had 5/2 and opened Cultist/Haven. I picked up a second Cultist, then a Count, went for Wharves afterwards and then Horns, but I feel, I played this far from optimum.