Gardens, round 2: Exclams beats Jorbles 4-3 in a very, very close match. Well played, Jorbles.
Logs:
http://councilroom.com/game?game_id=game-20111210-194005-d71abbfd.htmlExclams wins, 6-1. Chapel enables an easy FV/Rabble engine, and BV/IGG makes it easy to run out stacks fast. I'm lucky enough to get a Rabble on turn 5. Jorbles trashes chapel early, which I think you can't do in this kind of IGG situation. On the other hand, he makes good use of Apprentice with IGG, which I fail to do.
http://councilroom.com/game?game_id=game-20111210-195131-60dae251.htmlExclams wins, 34-24. Another Chapel game. I foolishly imagined a lighthouse/watchtower engine, but with NV as the only +action and no +buy, it's not too compelling. I'm not sure either of our strategies was any faster than big money.
http://councilroom.com/game?game_id=game-20111210-195844-aee21b9c.htmlJorbles wins, 66-41. Joat/Colony game. I'm happy to pick up several early gold. I waste time with feast and governor, Jorbles buys money and colonies, apart from a second joat and a TP. Not sure any of our non-joat/non-money buys helped us.
http://councilroom.com/game?game_id=game-20111210-200801-10f5447f.htmlExclams wins, 33-19. Sea Hag/Steward with villages. Unclear to me if SH/steward is a good opening; we both suffer from terminal collisions. Perhaps SH/silver, then buy FVs and stewards later? I buy an early second steward and second FV, and do a lot more midgame trashing than him, which I think might have decided the game.
http://councilroom.com/game?game_id=game-20111210-201731-29a96c00.htmlJorbles wins, 21-(resigns). Jorbles gets a nice KC engine going, fast. We both open with potions, but I choose an early scrying pool/WW over alchemist. Jorbles chooses alchemist, which I think works much better with KC. We both pick up early KCs, but Jorbles top-decks his, and starts having big turns right away. His KC/alchemist on turn 11 probably decided the game, and top-decking the alchemist keeps his KCs useful.
http://councilroom.com/game?game_id=game-20111210-203130-09fbbb71.htmlJorbles wins, 30-(resigns). I score a turn 3 minion, but Jorbles buys unanswered minions on turns 5 through 10, and takes 8 of them by turn 13. My turn 8 Nobles is almost certainly a bad move. With minions depleted, Jorbles moves easily into cities and trade routes, and I give up hope.
http://councilroom.com/game?game_id=game-20111210-204727-12d22ad3.htmlExclams wins, 73-54. Colony game with lots of trashing (bishop, spice merchant, island, forge). Mirrorish match for a while. By turn 7, the only difference in our decks is his bishop and my island. My turn 12 forge gets played only once, on a colony, to end the game. However, my turn 11 ST is nice enough to collide with my turn 13 Envoy on turns 15 and 17, giving me the first two platinum and some nice actions. My early platinums buy a lot of colonies, and probably decide the game.