Herbalist, Masquerade, Moneylender, Sea Hag, Trader, Worker's Village, Graverobber, Library, Market, Upgrade, + Estates
http://dominionlogs.goko.com/20150114/log.516d33dbe4b082c74d7b39fa.1421258882538.txtHad a fun game here with an interesting kingdom. With Masque on the board, Hag is basically out, at least until end-game. Library and Masque were the only draw, but Library has some good support here, with moneylender, hag, and, most notably, graverobber. GR provides an alternative payload. In the end, Moneylender saw hardly any play, and treasure won the day with 4 WV's (to be precise, the winnnig deck was a draw engine with treasure as payload and a bit of GR for end-game control). Among the things to like about this board are that you basically can't open Sea Hag, but it might become useful later on, at least as an upgrade target, plus it does reduce handsize.
After we played, theblankman and I discussed the kingdom, which we both thoroughly enjoyed. We basically agreed that you need some gold in ur deck.
We talked about things that would make the kingdom more interesting. The most obvious things are that the herbalist and the trader have no place in any reasonable strategy here, so they're out. What do we put in?
Masquerade is v powerful here, but it always is, and we thought if we took it out Moneylender would shine. Upgrade makes Moneylender much more viable - even getting a secnod one isn't terrible if you hit duoble 4 on the first reshuffle. Second, a good non-terminal $4 helps upgrade a lot. Mining Village works pretty well - you can trash it and then regain it with GR and seed your next hand with a village in the meantime. (This isn't super powerful or anything, it's like village+silver+scheme, but it's an option.)
So, Masque out and and MV in, still leaves two slots open. Two reasonable options would be oasis and oracle. Alternatively, you could replace the MV with hamlet and then add caravan or spy or something.