Gameplay footage of a Non-Terminal/Cantrip engine working well against strong attacks (Militia and Witch).
Aims:
Try to trash all starting cards as quickly as possible while gaining actions and treasure. Start greening once 4 golds are obtained.
Further info:
A Smithy is bought early (Round 1/2) to financially recover from Militia attacks and Witch curses. This Smithy is trashed once a Lab is gained, as it is no longer needed for card gain. Plus a terminal action can result in dead card draw because of the quantity of actions in the deck. Buying a few silvers is a good option if no other cards are affordable. Suggested 3 Silvers Max, and to trash Silvers once you have 2 Golds.
Sentry works for trashing and cycling to discard provinces. Laboratories to get to the gold (payload).
This works similar to most engines, where they try to have a large turn by attempting to draw their whole deck.
Deck at end: 4 Sentries, 3 Labs, 4 Gold, and 8 Provinces.
Negatives:
This deck does not work well against rush strategies aiming for a 3 pile ending. This engine takes a while to start greening, buying the first province in turn 15. However, once set up it can buy a province every turn.
This deck only works if Sentries are bought early, otherwise the deck can be bogged down with curses and lack of decent buys.
Other notes:
This 10 card selection doesn't have extra buys or +2 action cards like Village/Festival.
No moat to block curses, which could lead to uneven numbers of curses given out. No Remodels to convert Gold to Provinces. No Mine to improve treasures. No alternative VP cards (gardens). Rush is a valid strategy combined with Artisan- could gain Labs, Sentries and Duchys.
LOG
Turn 1 (3 Treasure) Gain Silver
Turn 2 (4) Gain Smithy
Turn 3 (6) Gain Gold
Turn 4 (5) Gain Sentry
Turn 5 (5) Gain Sentry
Turn 6 (5) Gain Sentry
Turn 7 (6) Gain Sentry
Turn 8 (3) Gain nothing. Trash 2 Copper, and an Estate.
Turn 9 (7) Gain Gold. Trash 2 Curses, a Copper, and an Estate.
Turn 10 (6) Gain Lab. Trash a Curse.
Turn 11 (5) Gain Lab. Trash 2 Coppers, a Silver, and a Smithy.
Turn 12 (6) Gain Gold. Trash 2 Coppers, and 3 Curses.
Turn 13 (9) Gain Lab. Trash an Estate.
Turn 14 (9) Gain Gold.
Turn 15 (12) Gain Province. Trash 2 Curses.
Turn 16 (12) Gain Province. Trash a Curse.
Turn 17 (9) Gain Province.
Turn 18 (12) Gain Province.
Turn 19 (9) Gain Province. Trash a Curse.
Turn 20 (12) Gain Province.
Turn 21 (12) Gain Province.
Turn 22 (12) Gain Province.
Deck at end: 4 Sentries, 3 Labs, 4 Gold, and 8 Provinces. (19 Cards Total)
(Trashed: 7 Coppers, 3 Estates, 10 Curses, 1 Silver, 1 Smithy - 22 cards trashed total)