(Unnamed)
Action-Reaction $4
+$2
When you would trash a card, you may reveal this card in your hand. If you do, discard that card instead. Then discard this card.
We wanted something different that hadn't been done. So here it is. I think the top could be better to warrant the $4, though.
The problem with this is that without trash-for-benefit the reaction is useless, and with it it's potentially crazy. It's a concept that I think a couple of people have tried to do before. You probably want some kind of trash for benefit involved in the card action, and also some limiter on the reaction (eg trashing the card itself instead of the card that was trashed).
Hey, I did that! Mine is a Knight, so there is always trashing that you might want to undo, and there's only one copy, so it's not hopelessly broken. Oh, and it can only save things that a Knight could trash to prevent horsing around with Provinces.
Anyway, about the cards. I don't have a lot of things to say that haven't already been said, but here it is:
The way it's currently worded, unnamed 2 shouldn't have Attack as one of its types, since it doesn't do anything harmful when you play it. You might get confused because of Noble Brigand, but you can't Moat the effect when somebody buys it, only when they play it. Ill-Gotten Gains has a harmful effect that isn't an Attack.
I'm going to skip saying anything about problems with more than 2 players, because everybody is good at pointing that out.
But how about some positive suggestions! You have some interesting ideas, but you don't have the practice with implementing them. I know you said that you didn't test the cards, so don't take anything you read in this thread too hard; practice makes perfect. If you want your set to revolve around Curses, you can use that as a theme, but you don't want the theme to be "All these cards are mean," or "All these cards have penalties." If you want to have cards that give out Curses, you might want twice as many cards that make Curses fun! Try a card that says "Reveal the top 4 cards of your deck. If you revealed a Curse, +(3). Otherwise, each other player gains a Curse. (something something any order)." I don't know how much that should cost, or if it's hopelessly broken, but it makes seeing that Curse in your deck not heart-wrenchingly sad and it stays useful when the Curse pile runs out. Or something like "+4 Cards, +1 Buy. Trash a card from your hand. Discard a number of cards equal to its cost in ( )." I don't know if this one is broken either, but it gives Curses a valuable place in your hand and is still useful if there are no cards that give out Curses; plus it gives a way to get more fuel, (but that might need to be cut after testing it.) So there are plenty of ways to make Curses useful, you just need those cards to make a Curse theme fun. If you need some more ideas, try checking out cards like Ironmonger, Vagrant, and Fortune Teller.