http://dom.retrobox.eu/?/20131119/log.5075b25251c30da02a09b898.1384898026341.txtOasis, Woodcutter, Marauder, Mining Village, Tournament, Trader, Graverobber, Ill-Gotten Gains, Mystic, Possession
Nothing particularly elegant about this slog. It wasn't a close game (I got some decent luck, my opponent's mystics were only ever just silver), but I wanted to ask whether you think the silver gains were correct and discuss the steed-for-silver option more generally. Certainly it's less frequently useful as compared with the others.
My first gain is on T12. Treasurewise, my deck has 2 IGG, a spoils, a gold, and my starting coppers. I've also got Followers, Steed, Mining Village, 2 Ruins, 2 Oases, 3 Tourneys. Plus an estate and a province and shelters. I am way ahead already as my opponent has one gold on me, 3 curses, and nothing else too exciting. My main objective is to clamp down on my lead. My deck feels pretty thin; I'm not hitting $5 reliably, let alone $8. I think it'd be real hard to hit $8 reliably at all on this board. That being the case, my sense is that at this point I can basically ride IGGs, picking an odd province, piling out on curses and ruins and one other pile (ends up to be IGG), so my thinking is that I do want to hit $5 reliably. So I go for silvers. T16 I do it again for the same reason.
So: silvers are good here because I'm not trying to put engine parts together (I've already got the steed and the followers), I haven't got a lot of treasure, I do have a fair amount of junk with no trashing, I'm not trying to double province, I mainly want to hit $5 reliably and often. Contrariwise, the +2 options are best for getting to $8 (or supporting other actions), neither of which is a strong concern.
There will be other cases where you take the silver, e.g. fuel for tfb, the occasional engine that needs a boost of silver (tho that's got to be pretty rare), and of course feodum, but you basically need a constellation of unusual circumstances for the gains to be useful.