Another +2 Actions, +1 Buy. I still think these concepts compare too well to Hamlet even without the extra bonus effect. Maybe that's incorrect of me.
I don't think this is right. The point of Hamlet is that you usually don't need both options, so you don't have to use them. You usually wind up discarding only one card (sometimes none), and "Best four out of five cards" is generally a lot better than "Four random cards."
Plus, blindly loading up on these will kill your deck, unlike Hamlet which is a cantrip at worst. And there's the cycling thing too.
That's not necessarily an endorsement of any specific card though.
Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.
See above, but I think the opposite of eHalcyon: I think it's at best it's a less interesting Hamlet, and likely a weaker one, which the Curse doesn't help. Countering Curses is all good fun but still it won't be any stronger than it was before. Is there a big unexplored design space for engines with a basically weak +Actions component which can just barely withstand Cursing attacks? I don't know.
Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.
I'm assuming this follows the same rules as Trader: for instance that if there is no card at that price point then you just don't gain anything.
This seems like it would need a lot of playtesting but it looks fun. Ironworks/Darlin' gets you into University territory very quickly, and Darlin' trashing helps set up the combo.
I'm also not sure it is a $3 card; I think it compares reasonably well to Steward given that it stops using up a terminal slot when you're done trashing.
California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.
Almost certainly this needs to be Kingdom cards only, or it just becomes a nonterminal Explorer (okay, without the Gold gain, but still that's WAY too strong for $2. Maybe it's in that Chapel zone where it's too strong to be a $5?) Even if you do restrict it, in many games that's what's going to happen.
I agree the token placement is not all that interesting of a decision, but I'm not sure that matters as long as the decision to buy this card is interesting.
Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.
I'm not sure but I think I disagree with eHalcyon here. If you always use your extra Buys to replenish your Together Agains then you're using up your extra card and more (since most decks don't have an average card value of $2, and if they do, it probably means you already have an engine built). So you might just wind up treading water. Could be wrong.
Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.
I find bare +2 Actions really boring so I'm biased, but this seems much too narrow for me. Maybe someone can name some interesting combos?
I might like it better if it were "When you discard this from your deck, you may reveal it. If you do, +1 Action," so suddenly you have Harvest becoming nonterminal and maybe some other weird stuff like that. But then that breaks the interaction with opponents' attacks.
Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.
I agree this looks overpowered.
Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.
Of course the Estate option is there to make it relevant in the endgame. It might not be important enough to bother having though. I have no idea whether it's balanced, have to play with Spoils more.