For 4/3 I guess either Moneylender/Chapel or Pirate Ship/Chapel. Can't say much about the rest unless it's actually played out.
I think Moneylender/Chapel loses badly to Pirate Ship/Chapel here. Where is it going to get any economy from?
I would probably open PS/Chapel, prioritize trashing and hope to get PS to at least 2 before my opponent Chapeled away all his Coppers.
That is the mirror I was expecting.
Okay, I haven't indulged in a good overexplanation in a while, so let me clarify why I think this board is excessively luck-based. My analysis went like this:
- There's clearly a massive engine here, and lots of ways to build it.
- However, there are only three possible payloads: Moneylender, Pirate Ship, and Treasure.
- Playing Pirate Ship directly weakens both other payloads, so it's clearly dominant between them.
- The presence of KC,TR, and other engine cards increases this advantage, enabling a money-pin on any deck without virtual money.
- The only long-term virtual money on this board is, again, Pirate Ship, so not only is it the best attack and best economic enabler, but it's also the only long-term defense against itself.
- So this is a Pirate Ship mirror. Moreover, anyone who doesn't get at least one token is going to get pinned. Even being held to a single token would still be pretty crippling.
- So this is a full-throttle rush, but a rush to tokens, not cards. I'm clearly going to lose all my treasures, and any that I don't take out myself are going to turn into pirate tokens for my opponent.
- So my early-game priority is to win the pirate token rush at all costs, and the best way to do that is:
- - Open Pirate Ship/Chapel.
- - Trash myself down to 5 cards ASAP, so I have no discard pile to plunder. This requires playing Chapel twice, while buying no additional cards.
- - Play Pirate Ship at every opportunity when I can't trash (every turn once I'm down to 5 cards), until my opponent has no Treasures left.
That's the end of the early game. Then I rebuild my deck using pirate money, trashing my remaining treasures as needed to avoid any of them ever being in the discard.
I feel pretty confident that this strategy is dominant for this Kingdom's early game. The problem is that everything depends on winning the token/trashing rush, and in a mirror, that's highly luck-dependent, and has a huge FPA swing. Having your Chapel miss the reshuffle or get plundered costs you nearly two tokens worth of pace in that race, with no way to make it up.
Now, if the Pirate Token count is tied at the end of the early game, then the strategy space diverges and it's anyone's win. But if either player has a token lead, I think their advantage is insurmountable.