Trade, Herbalist, Vagrant, Swindler, Urchin, Fortress, Mining Village, Bazaar, Haunted Woods, Outpost, Venture
http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160915/log.0.1473971713021.txtMan, Urchin/Swindler would be an awesome opening here, right? So it kinda sucks to get 2/5. Well, hey, I can grab Haunted Woods at least, that's not a bad attack.
---------- grumpf: turn 3 ----------
grumpf - plays Swindler
Kirian - reveals Haunted Woods
Kirian - trashes Haunted Woods
Kirian - gains Duchy
Oh.
I almost resigned then and there. My deck is now Shelters, 7 Copper, Duchy, and... Vagrant. But my opponent didn't open Urchin/Swindler. They opened Fortress/Swindler. So I wouldn't be subjected to Mercenary attacks from them for at least a short while. So I decided not to surrender. And hey:
---------- Kirian: turn 6 ----------
Kirian - plays Urchin
Kirian - draws Copper
grumpf - discards Overgrown Estate
Kirian - plays Urchin
Kirian - trashes Urchin
Kirian - gains Mercenary
Kirian - draws Swindler
Kirian - plays Swindler
Kirian - trashes Urchin
Kirian - gains Mercenary
Takeaways other than "don't give up":
Mercenary-Fortress is awesome. In Mercenary games, you often run out of fuel to attack with. Instead, trash two Fortresses! Ideally after playing a village.
Fortress is a partial defense against Swindler, especially when the only other $4 in the game isn't bad at all. You get a six-card hand, and the opponent is forced to give you another Fortress or something else approximately as good.
Outpost-Haunted Woods is a neat combo as well. Now your Outpost turn starts with 6 cards! Of course, you want to play another HW during that turn, otherwise your opponent won't be affected by the attack.
Yep, sometimes you still buy Herbalist for a ridiculous price.