Comments
1: largely boring mirror
2: Ah, this one. Fun. I don't know what was in the Black Market deck, but... what could be so good that you want one, especially as an opener? I'm torn here as to whether I want a sea hag or not. Probably one. Sea Hag/steward. Either way, I eventually want probably 2 stewards and lots of FV. And then a couple ghost ships? Maybe not - oracle should be good here. Anyway, engine it up, pick up just a little money, and then keep engine building. Nobles good here. But the key thing is lots of trashing and FVs. Stef is excellent on this kind of board, I find.
3: Crazy-like game. That mint thing is huge. But... You know, I think cards options is potentially good here. It's very intricate, with lots of game theory. But I think you RJ plays quite well here with the cards - engine is very powerful, with all the bridges.
4: I am flabbergasted. I do NOT like the move into alchemists. I guess he's already pretty bad-off by then, with where he is in the minion split. But with KC especially, as well as minion, I just don't like the alchemists. Man, I hate minion.
5: Hate the farming village open. But, RJ gets a much much luckier 3/4, and a little more luck to boot, and plays pretty nicely after - I think the outpost might be a little soon, but maybe not. Pretty well-played at that point.
6: I similarly dislike the menagerie opening. Native village and menagerie can both be pretty nice counters to GS, but... they hurt your own build-up pretty significantly. DG adjusts very well to this, grabbing labs and a crossroads and a nice mix. Ok, probably shouldn't be QUITE so lopsided, but I would give DG a big outplay here. Good on him.
7: Pretty clearly an engine board, and with both trader and apprentice (which both go quite nicely with BV, and each other), IGG is not so much a factor. But the real intrigue is in the end. You have GOT to go after some points here, before you ever would in a solitaire, because it's going to end on piles pretty imminently. So you get to this game of chicken. You don't want to green too early, because they can then finish their engine and storm back and overcome. But you also don't want to green too late, because they'll be able to run piles and win on you. But I think the thing is, you typically want to green faster than you think you do, because normally you're thinking a little too much of your own deck, like how you would in a solitaire. And if they're building their engine to overcome you, there's a decent chance you'll be able to pile out on them. But it's very very very tricky.
Edit: forget everything I said about game 2. For some reason I didn't realize that the steward came from the BM.