G5: Knights aren't real and they can't hurt me. Who needs Anna with all this trashing anyway. Baker coffer for an Infirmary open seems pretty clear, though it would be nice to get some supplemental draw with Exorcist. Still, it's probably Infirmary/Old Map.
It might be faster to pile out, but there's no real reason to push piles if you can keep reliably taking Province, building your lead, and ensuring you don't accidentally put yourself in a bad spot if, say, the knight hits are particularly brutal and your deck gets wrecked and you can't close out.
aku chi has the best beard in dominion league, hands down. I also marvel at his impressive hair; my personal favorite is Burning Skull’s avant-garde coiffure. Congratulations nave on your achievement. I sometimes try to name all 12 boons/hexes from memory. It does not go as smoothly as you might think 😅 Having received a number of 5-1’s over the years, I feel your pain. I just remind myself only one player is allowed to shameful shutout 6-0 me, and that’s nerdbound, S38.
G3: Normally I'd be excited about 2/5 with Infirmary (not as excited as 5/2, but still). However, this kingdom looks very... Marchland-y. I'm not sure you want to trash Estates. Maybe just open Settlers/Falconer? On 3/4 I think I like the Pageant/Silver line.
As I'm watching this game, I'm becoming more convinced of my line. It takes awhile to get to the point where you have reasonable +Actions and draw if your opponent isn't helping you get through the Settlers, and it will take longer still to build up payload with Merchant Guild, which is a pretty slow card.
I tried it out against the Rat and I had more points than 2Duffman by the point in the game where it piled. Obviously it would be different with Castles and/or Marchlands being contested, but regardless I think the no-trashing approach is better, and my approach could probably be improved by intelligent use of Farrier (I only bought one b/c I was more focused on Pageant coffers).
G2: I want to focus more on popping Lamp than lining up Joust/Province, as I think the former will feed into the latter, and in the meantime I can thin a bit and don't need to hit high price points. Maybe open Plaza/Druid with the expectation of storing up some Coffers, taking Ducat and some 3s, and then using the Coffers to either hit $5, or, if things go weirdly well, just to jump directly to Province. I think you can skip Silver here.
Silver/Druid is a weird opening, seems like a half-measure. If I'm taking Silver I'd much rather combine it with Fishing Village. Secret Cave is also reasonable.
2Duffman lucked out hitting $5 for Falconer despite the Druid, which helped them get the uniques for popping the Lamp, which helped with getting Province and Jousts... That said, having watched this I could be convinced that Falconer for Hostelry is important enough that it's worth aiming to hit $5 more so than aiming to trash.
41:32 7 Horses and 4 Coppers in discard and you choose Moon's Gift over Sun's? For shame! If you see some Coppers, you can leave them on top, draw them with Hostelry and Cave, and then discard. If you don't, well, you have a bunch of Horses, yay.
G1 I'd be sad about the 5/2, I don't want to open with a 5 and I prefer Herb Gatherer to Druid. On a 4/3 I think I'd open Potion/Herb Gatherer and plan to pick up my $4 trasher a bit later. On 5/2 I guess Potion/Druid.
7:39 "Can you have too many Universities?" Yes, I think you can, though it's more about the distribution than about there being a number that is too many regardless - with Swashbuckler and Carnival, there are plenty of Smithies for draw after all, and there's even Imps if you want them. In any case, here I would play Herb Gatherer and buy Prepare, at which point it doesn't really matter if you play a Copper or a Potion.
Appreciated the shout out at 35:45. Transmute was mostly something to gain after the vineyards were gone; it gained a few duchies but vineyards were crushing. WanderingWinder has a few transmute games uploaded, in his ‘transmute’ and ‘weak cards shining’ playlists. Game 3 I wanted to see falconer for trail gains. Game 5 the players could have topdecked universities with traveling fair on their 7th turns. Captain over altar was an unusual choice. Game 6 100% open trading post. vision: get some QMs and foragers and as many mapmakers as possible. QM gains an estate -> react all the mapmakers; pile marchlands. The attacks and orchard are distractors.
Inheritance being the hardest to implement at the time makes sense, and I remember helping stef make some of the frames of the inherited estates if they for example became a ruin, or a ruined mine with capitalism enabled