Sure, I'll give this a try this season! From my match with Hertz Doughnut:
Game 1: Tournament, Swamp Hag, Raze, Forager, Menagerie, Poor House
I play a "trash along the way" strategy while going more for tournaments and swamp hags early to hit 8, while he tries to build more of a poor house engine. I hit 8 pretty early and his deck never really comes together, and I win pretty comfortably.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478571045329.txtGame 2: Peasant, Rats, Trader, Warehouse, Outpost, Pathfinding
I play a really strange strategy where I go with one Peasant and then basically Warehouse-BM, and I use the teacher token for +Cards on Warehouse rather than spending the $8 with Pathfinding. He plays Trader/Rats, which I honestly think is competitive with what I was doing, but I win somewhat comfortably as my greening goes better.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478571894106.txtGame 3: Forager, Jack, Tactician, Ghost Ship, Inheritance
No villages. I play this board pretty straight, playing Jack-BM with Inheritance, inheriting Jacks. I do trash one estate, as 3 Jacks total seems like a good number. He goes for Ghost Ship with Tacticians, but since all the payload here is money his pre-tactician turns are dead, and Jack hard counters Ghost Ship. I win it by a good number of points, but it wasn't entirely comfortable.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478572357444.txtGame 4: Peasant, Horn of Plenty, Catacombs, Spice Merchant, Seaway, Forge, Outpost
Pretty clearly a big Peasant thing with actions on Catacombs thing, and it's just possible to play 8 uniques for a HoP mega-turn. My Peasant/Spice Merchant open gets left on the bottom of the first re-shuffle, and I never manage to catch up from there. Like most Peasant games, this snowballs and I resign. Also, my opponent ended up with 5 spice merchants here (1 of them messengered) which seems extreme to me, but isn't totally crazy given the HoP payload and ability to Forge them away later.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478573022460.txtGame 5: Plats/Cols, Ambassador, Dungeon, Altar, Quarry.
This was a pretty slim board. Ambassador but no villages and non-terminal draw only shows up in the form of Dungeon. Altar is really bad here as the 5's are terrible, and I think my opponent's main mistake was opening Quarry to get Altar, since Altar basically can only turn stuff into silvers or dungeons here, and Ambassador is a better thinner. I fall behind early due to amazingly yet again my opening buys being left on bottom of the deck, but I get more dungeons and they help me cruise to victory (With the far inferior deck, I should note). I also made use of a Bureaucrat, which is always fun.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478573756826.txtGame 6: Watchtower, Hamlet, Plaza, Worker's Village, Highway, Hireling, Young Witch, Courtyard (Bane)
Clear draw-to-x engine here with a lot of ways to discard (Plaza/Hamlet), easy +Buy and Highway payload quite obviously. I opt to go the Plaza/WV/Watchtower route over the Hamlet route for enabling the Watchtowers, and even though I wanted hamlets too I lost the hamlet split 9-1 as he rushed them. Because of that, I had a much worse deck here but my opponent misses a forced win (which he brought up later), and then he makes a mistake and lowers piles low enough for me to steal a tie in this game and win the match 4.5 - 1.5.