http://dom.retrobox.eu/?/20130428/log.5101a6c4e4b02b7235c3860f.1367179231782.txtForager, Smugglers, Baron, Farming Village,
Quarry,
Sea Hag,
Wandering Minstrel, Council Room,
Duke,
Hunting GroundsIt's both a good thing and a bad thing about Dominion that you'll only play certain games once, unless you decide to play another game with the same cards, which isn't fun except to replicate someone else's game. In this case, the combos we played required almost everything on the board.
The Wandering Minstrel stack is pretty well-known by now. Forager, especially with bonus Treasures on the board, can be phenomenal, and its +Buys and cash were key. Also, though it took a few minutes to notice, Duke loves Hunting Grounds. And with all those actions to buy, Quarry is awesome.
We took similar strategies here. I open Forager/Sea Hag, expecting him to do the same, but he goes Forager/Quarry. My single Sea Hag gives him 9 Curses throughout the game; it doesn't slow him down a ton, as he has six or so Foragers to my two or three, and Council Room and Hunting Grounds make for great drawing. In addition, I'm feeding him fodder for Forager. Halfway through the game, I think I've lost it.
But then something key comes out: there's only so many cards you can trash to Forager before you have nothing left to trash! When I find myself drawing my deck with only one of my Hunting Grounds--and my opponent starts going after Provinces--I decide to start greening, trashing Hunting Grounds for Duchies, then buying others with pure cash and replenishing Hunting Grounds with Quarry and Sumgglers.
After picking up 2 Dukes, I look to end the game on piles, and I would have if my T16 hadn't been lousy draws; he buys a few Provinces on T16 and T17 to take the lead, and I have to wait for 17, when a single Curse from Sea Hag both drops him down one point, and leaves just one Curse in the curse pile so I have enough buys to empty it.
Final score: 30-29.