http://dom.retrobox.eu/?/20130518/log.514cd37de4b0fe3236619906.1368896783772.txtVagrant, Fortress, Ironworks, Scout, Young Witch, Highway, Horn of Plenty, Mine, Royal Seal, Trading Post, Hunting Grounds, Copper, Silver, Gold, Estate, Duchy, Province, Curse
Bane card: Vagrant
Been meaning to write up this very interesting game against a high level opponent.
So, we both open Young Witch. I am really usually loathe to actually get the Bane on Turns 1-2, though, and here it's no different, whereas he takes Vagrant right off the bat.
I have a decent Turns 3/4, picking up Ironworks and Trading Post. Ironworks feels right: I can establish a Vagrant defense, and grab Fortresses for an eventual draw chain with Hunting Grounds. The Trading Post is the only available trashing, and that will really help here. Eventually I take Hunting Grounds, and then spend extra $5s on Highways.
My opponent gets a ton of Vagrants and Fortresses, but that doesn't help him hit $5. When he does, he also gets Hunting Ground, and eventually Horn. I think he wants the Horn megaturn. The problem is, he has no trashing! So it's just not going to come together for him. Meanwhile, I have a deck of mostly Silver, Highways, a few Fortresses, and Hunting Grounds, so I can draw $8 pretty reliably. And that's good enough for me, so I head for Provinces, not doing anything too fancy, just relying on my strong deck.
It turns into a fairly easy win. Anyway, I think the lesson is that weak trashing beats weak defending every time. My Turn 2 Silver gave me the best shot at Trading Post, and that's what made the difference.