Slyfox and StrongRhino tie 3-3
#1: Slyfox 39 - StrongRhino 25
Key cards: Ghost Ship, Embassy, Fortress
http://dom.retrobox.eu/?/20130905/log.512fe24ce4b08cb66ebe7d7f.1378392290783.txtA 5/2 start allows me to buy Ghost Ship/Candlestick Maker. I pick up two other Ghost Ships, trash down with Spice Merchant, and win the Province split 5/3.
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#2: StrongRhino 36 - Slyfox 32
Key cards: Quarry, Stonemason, Caravan, Catacombs
http://dom.retrobox.eu/?/20130905/log.512fe24ce4b08cb66ebe7d7f.1378392848690.txtI try to be (too) clever with Quarry/Stonemason to pick up lots of actions on the cheap, but there isn't really an engine to be made, so I end up with six Caravans (as the cost of three Stonemasons in my deck), which doesn't really help me much. My opponent plays double-Catacombs terminal draw, and I end up losing by 4 points.
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#3: StrongRhino 30 - Slyfox 21
Key cards: Young Witch (Loan as Bane), Cartographer, Menagerie, Scheme
http://dom.retrobox.eu/?/20130905/log.512fe24ce4b08cb66ebe7d7f.1378393727493.txtA Young Witch board with Loan as Bane. I opt for Scheme+Young Witch, but his first-turn Loan buy blocks my Young Witch three times (while also trashing down his deck), so even though we both have just one Young Witch, I lose the curse split 7/3, resulting in a solid victory for StrongRhino.
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#4: Slyfox 45 - StrongRhino 30
Key cards: Highway, Quarry, Squire, Worker's Village, Smugglers
http://dom.retrobox.eu/?/20130905/log.512fe24ce4b08cb66ebe7d7f.1378394393390.txtA Highway+Quarry board with lots of +buy but no trashing. A 5/2 opening allows me to win the Highway split 7/3, but StrongRhino's buy of Merchant Guild on Turn 3 (instead of a Highway) contributed to that. I exploit the Highway/Smuggler synergy to smuggle the final Province to end the game.
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#5: Slyfox 39 - StrongRhino 28
Key cards: Wharf, Chapel, Fishing Village, Remodel
http://dom.retrobox.eu/?/20130905/log.512fe24ce4b08cb66ebe7d7f.1378395507799.txtA Wharf/Fishing Village game with Chapel, too. After my opponent gets a 5/2 split to open Chapel/Wharf, I am not too optimistic. My opponent chooses playing Wharf over Chapel when they collide on turn 4 so I'm able to thin down my deck faster. We split Wharfs 5/5, but my 7 Fishing Villages provide more economy (one of which I later Remodel). I get a lucky draw when I purchase a Remodel on Turn 9, and draw it immediately on the next turn with a Chapel, allowing me to remodel the now-not-needed Chapel into a FV. StrongRhino buys two Provinces on turn 13 to take the lead. I'm able to buy two Provinces in turn 14 and 15, plus remodel a FV->Duchy to take a 14 point lead with one Province left in the supply. Although I still won in the end, I actually mis-played here, as I should have instead Remodeled a Province instead of the FV so I could Province->Province Remodel to end the game.
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#6: StrongRhino 38 - Slyfox 25
Key cards: Bank, Catacombs, Embassy, Stables, Market
http://dom.retrobox.eu/?/20130905/log.512fe24ce4b08cb66ebe7d7f.1378395917163.txtWith Bank and Stables on the board, I get too cute and try for some big draw to pump up Bank for some big turns. I trash out my estates with Develop, purchase a Market for +buys, but my opponents's superior Embassy/Bank big money strategy leads to Province buys in turns 7, 9, and 12, and my opponent thus out races me for a solid victory.
End result: 3-3 Tie
Comments/suggestions welcome.