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Point 2 is assuming both players otherwise have a similar deck, which wasn't meant to be implied in the example. When this sort of Curse split occurs with such a difference in amount of junking cards in practice it's usually because the 3 Witch player is going for a slow cycling mostly-treasure strategy, hence why it makes more sense for them to have multiple copies, and in this case would be vs a player going for something like Chapel, aiming to play that 1 Witch every turn. I was hoping the rest of the section would go on to explain how a thinner deck can get away with less copies and improve the efficiency of all their cards by cycling faster.
I especially liked the additional links - I will check them out :)
I have two comments:
1. With the concept of cycling, it is important to introduce the concept of cards skipping a cycle .
Let's assume you have a hand of 1 Village, 1 Witch, and 3 Coppers and 2 cards left on your draw pile. If you play both village and witch, you trigger a shuffle making your witch miss a shuffling cycle and thus being available much later for the next time. In this case, the additional card from village is very likely not worth the delay of your next availability of your Witch, especially early in the game. Of course, you often cannot avoid it but it may still be valuable to mentally track if important cards skipped cycles for you or your opponents in order to adjust how risky you have to play (more bad luck requires more risk taking to keep up a chance for winning).
Would love to hear your opinion on this! I have some experience in Dominion but I'm clearly not an expert :)