This is my first game report. I'm playing basic Dominion against my opponent on this board with Chapel, Festival and Lab. Both of us trashed our decks down and built up towards megaturn strategies. Both of us were doing quite well, each of us bought 3 Provinces on T18, but because he had distracted himself with cards that needed coupling (e.g. Throne Room), he got a bad hand on T19 and lost the game. He messaged "gg" to me as I churned through my deck.
And ain't Lab a fantastic card?
http://dom.retrobox.eu/?/20130912/log.516cac02e4b0ad3a8159f4e8.1379009814009.txt
Welcome to the game report section then. I'd advice you to selectively ignore some 'feedback' you get from people not even reading your log. Anyhow, I think you mostly played well. Especially the start, and that is the most important part of the game.
on turn 10 you seem to forget to play your money, but I'm going to assume that's a mistake.
Buying a silver however isn't good, for $4 a throne room is better.
In a deck like this one, the good thing about throne room is that the first (two) of them you draw can function as laboratory, whereas the last (two) will be silvers (by doubling festival/militia). Therefor they increase the chance of drawing your deck when they should, and in stead of dead labs that draw cards you don't have, they provide money in the end.
Getting lots of them is actually good.
by the same reasoning, I'd get throne room+festival on turn 11 in stead of gold+moat. Moat isn't that strong, although it's nice if it protects you.
You only need moat if your opponent is going for lots of council rooms + militia in the end.
Turn 12 is the first real mistake: you can't draw your deck now, and adding a gold doesn't help at all. For $7 your options are laboratory, festival+moat, throne room+moat
Turn 13 you seem to realize the problem and get rid of some silvers. Better is to use those silvers to get some more draw into your deck. What you do here is a serious downfall in buying power. Playing it safe is a good plan if you're ahead, but now you're playing it "too safe". Your opponent, who was miles behind, actually gets a chance to get back into the game. You're really lucky that on the crucial turn he draws 3 of his 3 green cards. There was some serious chance there you'd lose a game you already had in your pockets before.
The ideal scenario towards the end goes like this: you add some more throne rooms, labs & festivals. They will (potentially) give you lots of buys and you'll threaten to win by buying all the estates at once and winning by depleting 3 piles. This threat forces your opponent to buy points, so all the estates won't be enough for you. Because you can keep buying engine components and he is forced to buy green, his deck will stumble or you'll just out buy him at some point.