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« on: June 01, 2014, 03:54:53 pm »
Hey Alan. Nice commentary.
Game 1 I don't know what I was thinking. Buying the Hunting Partys and not buying a Marauder was my major mistake and all the ruins slowed me down to the point where I couldn't get any money.
Game 2 I think came down to the fact that you had 4 first turn and didn't buy a Militia. So I gleefully went Militia - Silver. In fact I don't think you bought a Militia until close to mid-end game which meant I could ignore Watchtower entirely for more Silver's and Tournaments. In fact that game you lost probably cause you went too defensive. You bought too many Watchtowers and Lighthouses to defend against my one Militia.
Game 3... Man. I'm going to admit there I screwed up. The first time I got 5 I thought I already had a curser so I bought Bandit Camp. Turns out I didn't. By the time I bought one it was too late.
Game 4 I probably won because I started 5 -2. Witch/Courtyard is a very powerful starting hand.
Game 5 was really close. I think if I had paid down and bought a few Ventures when I had 6 or 7 I might have won. Really too close to call.
The very last game. In general Montebank is better than Soothsayer. However if you look at the supporting cards you see that there is pretty good trashing (remake and forge), plus no engine, plus the addition of Colonies/Platinums means the game is going to last longer. Plus Montebank gives you an out (discard a curse which I think I did 2 or 3 times) while Soothsayer doesn't. So basically the Soothsayer vs Montebank argument is what is the card going to behave like when the curses run out. In that case I'd much rather have a card that gives me a gold vs a card that gives me two coins and gives my opponent a copper.