Apothecary, Masquerade, Oracle, Alchemist, Death Cart, Gardens, Pirate Ship, Catacombs, Wharf, Grand Market
Moral of the story: Yellow cards are bad; never get them. He had $18 in cantrip money, most of his copper, and still decided that 4 golds and 2 platina were a good idea. Also Gardens were silly too. Not sure I'm convinced by the potion cards... I want to play a wharf every turn ASAP, and if I get potion that takes a while. I'd open masq/silver, and not consider getting potion until I have a wharf or two.
What? If you don't get Grand Markets, I am getting all 10 and winning quickly.Moral of the story: Yellow cards are bad; never get them. He had $18 in cantrip money, most of his copper, and still decided that 4 golds and 2 platina were a good idea. Also Gardens were silly too. Not sure I'm convinced by the potion cards... I want to play a wharf every turn ASAP, and if I get potion that takes a while. I'd open masq/silver, and not consider getting potion until I have a wharf or two.
Thats terrible advice, there are no villages so you are playing wharf-bm which isn't thing with colonies.
Problem here is that you didn't buy any nonpotion cards, you were overdrawing your deck without payload. Potion/masq is correct opening but you should buy silver on turn 3, that is with apothecaries enough to buy platinum, Turn 6 should be wharf instead alchemist as you really need +buy. Then get second wharf and get more alchemist/platinums, until you could double-colony.
Grand market here looks just too slow.
What? If you don't get Grand Markets, I am getting all 10 and winning quickly.Moral of the story: Yellow cards are bad; never get them. He had $18 in cantrip money, most of his copper, and still decided that 4 golds and 2 platina were a good idea. Also Gardens were silly too. Not sure I'm convinced by the potion cards... I want to play a wharf every turn ASAP, and if I get potion that takes a while. I'd open masq/silver, and not consider getting potion until I have a wharf or two.
Thats terrible advice, there are no villages so you are playing wharf-bm which isn't thing with colonies.
Problem here is that you didn't buy any nonpotion cards, you were overdrawing your deck without payload. Potion/masq is correct opening but you should buy silver on turn 3, that is with apothecaries enough to buy platinum, Turn 6 should be wharf instead alchemist as you really need +buy. Then get second wharf and get more alchemist/platinums, until you could double-colony.
Grand market here looks just too slow.
What? If you don't get Grand Markets, I am getting all 10 and winning quickly.Moral of the story: Yellow cards are bad; never get them. He had $18 in cantrip money, most of his copper, and still decided that 4 golds and 2 platina were a good idea. Also Gardens were silly too. Not sure I'm convinced by the potion cards... I want to play a wharf every turn ASAP, and if I get potion that takes a while. I'd open masq/silver, and not consider getting potion until I have a wharf or two.
Thats terrible advice, there are no villages so you are playing wharf-bm which isn't thing with colonies.
Problem here is that you didn't buy any nonpotion cards, you were overdrawing your deck without payload. Potion/masq is correct opening but you should buy silver on turn 3, that is with apothecaries enough to buy platinum, Turn 6 should be wharf instead alchemist as you really need +buy. Then get second wharf and get more alchemist/platinums, until you could double-colony.
Grand market here looks just too slow.
Log or it didn't happen. That approach makes you grand market idiot like original opponent. So show log where you get ten grand markets and enough victory points to win. You have 16-17 turns until I end game by pilediving all colonies, here are example games.
https://dominion-game-logs.s3.amazonaws.com/game_logs/20151128/log.0.1448747055772.txt
https://dominion-game-logs.s3.amazonaws.com/game_logs/20151128/log.0.1448746722857.txt