Link to playlist with the videos:
My thoughts on the games:
Game 1: I get FOUR mountebanks very early, just want to pound him into submission. Worker's village and ironworks and to grab lots of WVs to play everything, and peddlers. And I spike some early KC. I end it quickly by buying the last two worker's villages, but I was all over the game like sliced bread (not that I outplayed him really - just I was way up by then), so I could have had a big lead instead.
Game 2:
Watch the video.Game 3: We have very similar strategies here, I think. But he gets very unlucky on the early alchemists, and I'm able to spike a forge on turn 8. So we end up splitting the alchemists and he gets a couple of what are very clearly and quickly level 2 cities. Well a couple things. I definitely get a lot luckier than him, but I don't get super super super lucky myself. Probably I'd put my luck here in as above average. Because my steward is sitting on the sidelines most all game. But then check out my turn 11. I draw everything, forge a bunch of coppers, an estate, my steward and my potion into a platinum, and buy a develop. Now, I like the develop, which I use to turn my not-so-useful-anymore forge into a province and hoard, and though I only really use it after this to trash the last couple coppers, I have many options with it should I have needed them. But there were lots of ways to win there, at that point. I do like the hoard too, because it helps give me something back as I go into my very fast greening. But most of all I like the trashing of the potion there. It's just not that useful anymore, in my super-trim deck, and I needed its $4 cost to get that platinum.
Game 4: I'm not actually thrilled about oasis, but if it moats for you... I think the big thing here is that he's able to get to KC a lot faster. Which then springboards everything. Now, I wanted more upgrades to clean everything off, and possibly eventually upgrade upgrade->gold, gold->KC, KC>province if necessary, peddler->platinum. But I don't get to KC fast enough, and he hits an early KC+upgrade to do the same thing, but faster, and with more other good cards! I eventually get my stuff up and running, but I'm WAY behind, so I look to try to KC some young witches, because I know I'm pretty much lost, and my only chance at a hope at a chance at a thought at a hope is to hit him with a bunch of curses. To that end, my first provinces should have probably been a KC. But I'm dead lost anyway. The only thing I can really think here is that I should have taken gold>upgrade on $6 probably, to help make sure I get that KC. Though I think with his first turn, good strategy, and reasonable draws, I'm probably losing anyway.
Game 6: Minion/loan, with navigator and worker's village thrown in. I can point to some differences, though without looking at all his hands, I'm not sure if I'd necessarily played it differently. Except in a couple places. Also, I definitely misplay the navigator/loan/minion interaction a bit, particularly early on. So used to the tertiary navigator effect (re-ordering) not mattering at all. And then I think it's important and precise play for me to attack him at least once a turn pretty often. And I like gold over harvest. But uh, mostly luck yes.
Game 7: I actually think this is one of the more interesting boards in the match, if the least interesting game. Envoy, rabble, stash, bank, mint, hoard. So envoy isn't actually that great with hoard - the high variance hoard gets you is not good for envoy. So I was looking at either trying for BM/Rabble with hoards, or BM envoy with stashes (stash and envoy work VERY well together). And I decide on the latter. But my turn 3 hand is 5 coppers, and I have a long think on whether to buy stash and stick with the plan, or to abandon it and go for mint. I can't pass up the mint, and though it gets me a deck that's way stronger eventually... that's way eventually, and as p2, I'm too far behind. Maybe I should have stuck with stash. I don't know, but I do want to find out.
Edit: Added links