jog defeats michaeljb 3-0
1.
https://gokosalvager.com/static/logprettifier.html?20140509/log.50a6c1abe4b03214bb7822e9.1399651597021.txtAlchemist, Bureaucrat, Ill-Gotten Gains, Marauder, Pillage, Possession, Potion, Ruins, Soothsayer, Spice Merchant, Wandering Minstrel, Oracle
Slog with marauders, soothsayers, and IGGs. I go for soothsayer early while he goes for marauders. My opening was spice merchant/silver while his was marauder/silver. I'm not sure if it was right, but my thinking with the spice merchant was to increase cycling to play soothsayers more often. I was able to province twice while his draws only let him get one.
2.
https://gokosalvager.com/static/logprettifier.html?20140509/log.50a6c1abe4b03214bb7822e9.1399652398563.txtAdventurer, Embassy, Explorer, Familiar, Hoard, Horn of Plenty, Mining Village, Potion, Province, Trading Post, Watchtower, Beggar
Horn of plenty game. There is good filtering and some draw with embassy, villages, and light trashing, so HOP megaturn is possible. Familiars can get in the way of this plan, but watchtowers can counter these. We both open silver/watchtower. I pick up a potion on turn 3 for familiars while he concentrates picking up as many villages, embassies, and HOPs as possible. On turn 15 I am finally able to play my familiars without having the curses blocked by watchtowers. This slows him down and helps to empty piles. I'm able to end it the next turn by using HOPs to get curses to empty piles. If the draws had been a little different in this one, it could have easily gone the other way.
3.
https://gokosalvager.com/static/logprettifier.html?20140509/log.50a6c1abe4b03214bb7822e9.1399653310367.txtAlchemist, Black Market, Colony, Nobles, Peddler, Platinum, Potion, Province, Ruins, Taxman, Throne Room, Trade Route, Trading Post, Upgrade, Vagrant
Colony game so it's more likely alchemists are good. I open black market/potion while he opens black market/taxman. My deck comes together, with the help of good draws, very quickly. It ends on piles in 15 turns.