So I just played this nifty game where the key cards were Minion, Scheme, and Outpost:
http://dominion.isotropic.org/gamelog/201112/25/game-20111225-131150-9dabbf62.htmlIt went about as you might expect with those three cards; play a basic Minion strategy and then use Scheme to topdeck a bunch of Minions for your Outpost turn. I think the reason I won is because after the Minions ran out I used a couple of $5 buys on Treasuries, whereas my opponent got a Margrave; cantrip money beats terminal +cards in a Minion game with no villages.
But it occurred to me near the end of the game—could this possibly be a rare case where double-Outpost has a chance at success? Ordinarily, obviously, you don't want to double-Outpost because that leaves you with not only three-card bonus turns but also three-card regular turns. But maybe the combination of Scheme and Minion makes it worth it? To wit:
Ordinarily Scheme's not great in Minion games because whatever cards you top-deck your opponent will just discard. Outpost mitigates that, since you get a free turn in between when your opponent doesn't have a chance to attack you. But having a three-card Outpost hand makes you immune to Minion even if it's not a bonus Outpost turn! So, you play Outpost on an Outpost turn, use Scheme to top-deck whatever you want, and then you have your three-Minion hand (or whatever) set up for next turn and your opponent can't do anything about it. Three actions of your choice is probably better than four cards at random, which is what you'd have without double-Outpost.
Does this have a chance of success, or am I overthinking it? Obviously having no villages makes it harder to pull off anyway, since you can't play your Outpost and then keep fishing for Minions and Schemes afterward.