I just played my match against HvBoedefeld, and it went much better then expected. (5-1)
Some luck involved as always, but also some really good games.
Game 1: Provinces / Estates - Copper, Curse, Duchy, Duke, Estate, Fishing Village, Gold, Great Hall, JackOfAllTrades, Laboratory, Mandarin, Oasis, Potion, Procession, Province, Silver, Upgrade, Scrying Pool
Immediately a very interesting one. Without +buy scrying pool looks unplayable, especially because you face Jack-Duke supported by fishing village. So it's going to be some kind of Jack-FV strategy, but what exactly? He goes for the simple version with 2 Jacks, some villages and some oasis to dive into Duchies quickly. I decide to take the more engine-y approach with 3 Upgrades. At the crucial moment my Jack is on the bottom of the shuffle though, and I can't upgrade it for a Duchy. He wins the split 5-3 and things look grim.
I play for the long game now ($7? buy oasis!) and with some nice Free Silver->Jack->Duke upgrade trains I manage to end up with more points then he has.
Game 2: Provinces / Estates - Altar, Baron, Copper, Courtyard, Curse, Duchy, Estate, Fortune Teller, Gold, Market, Oracle, Possession, Potion, Province, Secret Chamber, Silk Road, Silver, Cellar
I really don't know how to play games like these. Maybe I did ok, maybe I was lucky. I do think he got way too many markets as they're quite bad in the decks we build. I probably should have taken zero of them as well.
Game 3: Provinces / Estates - Copper, Curse, Duchy, Estate, Gold, Golem, Goons, Harvest, Plaza, Potion, Province, Remodel, Sea Hag, Silver, Spy, Swindler, University, Pearl Diver
I like this kind of set (except for swindler). You have to build the engine, because if you don't you'll just lose to some multiple-goons turn supported by Golems. But if both players go for the same pieces, at some point the 3-pile is so close you just have to start grabbing points before it's over. He goes for green too late, although maybe he has no choice but to gamble. Even though the engine never really got going on either side, still a fascinating set.
Game 4: Provinces / Estates - Copper, Curse, Duchy, Estate, Fairgrounds, Familiar, Fishing Village, Gold, Loan, Market Square, Masquerade, Monument, Possession, Potion, Province, Silver, Steward, Pearl Diver
Ugh, Masquerade-Possession with plenty of support for it. He opens Potion-Masquerade but I go double Masq. I really like that opening here, because the next 3 things I want to buy cost only $3 anyway (FV, FV, market Square). I collide my masquerades on turn 5 and get to possession before him anyway (!), that should say enough about the opening strength. At that point it looks like I'm losing horribly though, because with draws this bad I can't keep up with his familiars. Then he proves to have gotten quite frustrated by the games so far, because now he makes a series of huge mistakes he normally never makes. (not getting steward to trash his own masqs, cleaning up too much so he has to pass me cards, greening too late, helping me 3-pile even though I'm greening). And all of a sudden three piles are empty while I'm ahead.
Game 5: Provinces / Shelters - City, Conspirator, Copper, Counterfeit, Curse, Duchy, Estate, Expand, Feast, Gold, Great Hall, Province, Silver, Soothsayer, Witch, Woodcutter, Squire
Bwleugh, this could have been interesting but got ruined by the draws. I start 5/2 - super lucky - but after that my draws are terrible. He also starts 5/2 and after that he has all the luck in the world. Oh well, sometimes they happen, and with 4 curses and 2 coppers more against his 3 additional cities and an expand, I just resign.
Game 6: Provinces / Estates - Bazaar, Bishop, Cache, Chancellor, Copper, Curse, Duchy, Estate, Fool's Gold, Gold, Margrave, Nomad Camp, Province, Silver, Stables, Taxman, Crossroads
This may have been the most interesting one of them all. Strong engine with bishop, but Fool's gold is usually quite fast and improves significantly if you add free trashing.
Not that great after you get hit by a Margrave, but then again Margraves aren't that bad because they help you line up your fool's golds. I don't think you can go engine here without buying any fool's golds, also because all the pieces you want cost $5 and that's quite expensive.
So I open Fool's gold/Margrave and he answers with Nomad Camp/Margrave. For $4 with 2 buys I take another 2 Fool's golds, but then I decide I really don't want to win this split. I take a crossroads instead, although I'm not sure at all on that decision. He starts taking provinces and builds up a huge and very scary lead, but then I can start chopping 3 golds a turn for 12 free points each time. With 6 provinces in his deck he finally chokes and that's that.
Thanks for the series HVB, sorry you were unlucky in some of the games and some really nice ones too...