Stonemason, Scrying Pool, Develop, Watchtower, Bishop, Cultist, Mandarin, Rabble, Nobles, Peddler
LogSo my first thought here was "Hey, ruins count as actions - Scrying Pool can defend against Cultist!" But while that might be true, things didn't quite go according to plan. First of all, Jeebus had a 5/2 split, which meant that ruins were being pelted into my deck from the second shuffle. Then on top of that, he grabbed three more over the next few turns and chained all four immediately after. I, meanwhile, only managed to get a single Cultist, and by the time it finally appeared in my hand, it was too late to even try to even out the ruins so it got fed directly to my Develop. And it just went downhill from there - the Scrying Pools hid from me and hardly ever worked as expected, my terminals (including trashers) collided way too much for comfort, and it's a wonder I didn't rage quit.
But fortunately, this is one of the games that I'm actually willing to analyze. I know for a fact I fell victim to bad decision making in the later half of the game, which mostly involved trashing ruins instead of coppers (either I had no choice or I didn't want to lose my economy...
it seemed like a good idea at the time). What I'm concerned with is the early game. Should I have kept the Silver opening, increasing my chance of getting Stonemason/double Pool, or should I have gone with Develop, for an early start on the trashing, or Watchtower, to further defend against Cultists? Should I have bothered with buying that Cultist in turn 5, and if so, should I have played it in turn 9 or not? Was it even worth it to go for Scrying Pools in the first place, or should I just have opened double Silver and competed for Cultists even with Jeebus's 2/5 opening?