cards in supply: Bank, Colony, Contraband, Familiar, Farmland, Forge, Ill-Gotten Gains, Philosopher's Stone, Platinum, Potion, Secret Chamber, Trade Route, and Wishing Well
I ignored IGG for Familiar, which I think was the right choice, though it could have gone either way. What I really enjoyed, though, was the way my deck was driven by unconventional sources of money, though with turns like
— ycz6's turn 18 —
ycz6 plays a Familiar.
... drawing 1 card and getting +1 action.
... Severian gains nothing.
ycz6 plays a Silver.
ycz6 plays a Contraband.
... Severian prohibits ycz6 from buying Duchies.
ycz6 plays a Silver.
ycz6 plays a Silver.
ycz6 buys a Platinum.
and
— ycz6's turn 27 —
ycz6 plays a Philosopher's Stone.
... which is worth +$6 (13 cards in deck, 17 cards in discard).
ycz6 plays a Philosopher's Stone.
... which is worth +$6 (13 cards in deck, 17 cards in discard).
ycz6 plays a Silver.
ycz6 buys a Colony.
(ycz6 draws: a Contraband, a Potion, a Silver, a Copper, and a Familiar.)
— Severian's turn 28 —
Severian plays a Trade Route.
... trashing a Curse.
... getting +1 buy and +$5.
Severian plays a Copper.
Severian plays a Philosopher's Stone.
... which is worth +$6 (14 cards in deck, 19 cards in discard).
Severian plays a Bank.
... which is worth +$3.
Severian buys a Colony.
Severian buys an Estate.
I didn't get to Forge Familiars into Philosopher's Stones or three-pile on Stones/Curses/X like I wanted to, but it was still quite satisfying to use such traditionally mediocre cards to power huge amounts of money. Hurrah for Colony games, I suppose!