http://dominion.isotropic.org/gamelog/201302/26/game-20130226-122253-72e6614f.htmlcards in supply: Ambassador, Apprentice, Bridge, Council Room, Courtyard, Explorer, Minion, Oracle, Shanty Town, Tunnel♦, and Young Witch
Highly interesting game with a bit of a rock-paper-scissors thing going on. My opponent opens Young Witch, and then follows with Tunnel, which is the Bane. Tunnel makes a really interesting Bane to Young Witch, because Young Witch is actually such a great Tunnel enabler that Tunnel can actually do a decent job of blocking curses. But... we have Ambassador! And I decide that there's no reason not to fight his Curses with Double Ambassador. I can give them all back, right? And then I have any number of Shanty Town-based engines to transition into (with Courtyard or Bridge or Minion to support).
The plan goes fine on my end; I quickly build a thin deck that returns Curses faster than I take them. But man, Young Witch/Tunnel gives him a LOT of Gold, and I'm kind of worried he'll just be able to power through the Curses. Two further developments support this fear. 1) I decided Minions are really good for my deck, and they are, but they also enable his Tunnels, 2) Apprentice is great for him, allowing him to chuck extra Gold for +6 Cards.
And... I totally destroy him.
I eventually pick up 2 Tunnels of my own, which I can activate several times per turn with my Minions. I think my deck actually has a higher Gold density, since he has 8 Curses. And with such a tight deck, I don't even need all that many Minions.
I think the key here is, I saw his opening, I picked a plan that I thought would beat it, and then I stuck to that, despite his deck peaking a lot earlier. And then I set myself up for a huge comeback.
I think it's possible that a more committed Apprentice/Gold approach might win, but I'm not sure.