Sutler
Types: Action - Looter
Cost: $5
+1 Card
+1 Action
You may gain a Ruins; put it into your hand.
You may play an Action card from your hand.
You may trash a card you have in play.
In games using this: When a Ruins is trashed, put it on the bottom of the Ruins pile.
It's a village that gives you the option of a random benefit instead of the +1 action. It's probably strong for $4, weak for $5. It looks neat, although my issue with random effects is that they don't really encourage any particular kind of strategy.
Profiteer
Types: Action - Attack - Looter
Cost: $5
Each other player gains a Ruins.
Reveal your hand. +$1 for every Ruins in your hand.
The beneficial effect is usually weaker than Secret Chamber. I'd rather have a Marauder in my deck rather than a Profiteer.
Witchfinder
Types: Action - Attack
Cost: $5
Each other player with at least five cards in their hand chooses and reveals three cards. They each trash one of the cards they revealed of your choice.
I suspect that trashing the median card from your hand doesn't hurt your deck that much, but it does hurt your hand. I think this suffers from problems similar to Saboteur: It feels bad to get hit by it, it sucks that it has no beneficial effect, and is overall rather weak.
Vandal
Types: Action - Attack - Looter
Cost: $5
+2 cards.
Each player (including you) may reveal a Victory card from his hand and put it on top of his deck. If you do, +$2. Each other player who doesn't gains a Ruins.
This is really neat. It's a bureaucrat which encourages rather than discourages your opponent from having green? The junking strongest in the mid-game, when estates have been diluted or trashed, and no greening has started. It's almost strictly weaker than Witch, aside from the ability to get +$2. Witch is strong though, and I'm fine with a card that is weaker than Witch.
Ceremonial Sword
Types: Treasure
Cost: $5
Choose one: +3 cards, +1 buy OR for each Action you have in play, you may trash a Treasure from your hand and gain a Spoils per Treasure trashed this way.
Do the option you did not choose.
This seems really powerful, and complicated too. I'd like to see some of these abilities separated out. +3 cards on a treasure seems really strong in a big money deck. It's like BM+Smithy only the Smithies can chain like Cultist. +1 buy only makes it more ridiculous. Ceremonial Sword is also great in action-dense decks, because you can trash multiple treasures in one go. And the spoils could really help with building.
Counterpart
Types: Action
Cost: $4
Choose 2 of the following options: Gain a Spoils from the Spoils pile; gain a Silver to your deck; trash a card from your hand
Each other player may perform the option you didn't choose.
When you trash this, perform one of the above options
Agree with others that this is on the weak side. It's interesting to me that it trashes cards, and when you're done trashing it lets your opponent trash cards. But it's such a slow trasher you may not ever get to that point.
Tenant
Types: Action
Cost: $5
Draw up to four cards. Gain a Copper per card drawn.
If you gained four Coppers, you may trash this card and gain a Landlord.
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Landlord
Types: Action
Cost: $0*
+ 1 Card
+ 1 Action
+ 1 Buy
You may play up to four treasures from your hand as if they were Gold. If you do, return this card to the Supply.
(This card is not in the Supply).
I can't tell how powerful this is by looking at it, but I'm not sure I want games where this is powerful. For example, suppose Dominate is on the board, then then each player just floods their deck with copper, and hopes that the landlords collide with silver.
Iron Maiden
Types: Action - Attack - Looter
Cost: $3
Each player discards the top card of their deck. If yours is...
...an Action: +2 Actions;
...a Treasure: +$2;
...a Victory card: +2 Cards
Each other player gains, if theirs is...
...an Action: A Ruins;
...a Treasure: A Copper;
...a Victory card: A Curse
A $3-cost junker, that's a big deal! However, it might just junk your opponents with copper, which is not very strong. Because it uses both curses and ruins, there's a lot more junk to hand out, although I think the ruins are a much bigger deal while the curses are negligible.
Barbarian
Types: Action - Looter
Cost: $3
+2 Actions
Trash a card from your hand.
When you trash this, +2 Cards and each other player gains a Ruins putting it on top of his deck.
This reminds me of Catapult, being a weak trasher that also attacks sometimes. But hey, it's non-terminal trashing, that's good in itself. Could be great for building an engine, although seems really awkward if it's the only splitter. Awkwardness is one of the things I like most in a card.
Calvary
Types: Action - Attack
Cost: $6*
+1 Card
+1 Action
Follow the instructions on the top card of the Troops pile.
(This is not in the Supply.)
On the randomizer card: Add an extra Attack Kingdom card pile to the Supply. That pile is the Troops pile. In games using this, when you gain a Victory card, you may exchange a Troops pile card from your hand for a Calvary.
Clarification: Calvary is not in the Supply, so there will be 10 Kingdom cards as usual (or 11 with Young Witch). The "instructions" are the same thing that Enchantress blocks, so (for example) the "while in play" part of Goons would not be emulated by Calvary. Treat the coin values of Treasures (e.g. Relic or Rocks) as instructions as well. "Exchange" is the same keyword used for Travellers.
This is just begging us to look for a case where it's completely abusive. Hey, how about those cantrip Goons? Or cantrip Torturer? I note that you only get one Cavalry per Victory card, so I suppose the net extra cards drawn is zero.
Barbarians
Types: Action - Attack - Looter
Cost: $3
+1 Action
Choose one:
You may return any number of Ruins from your hand to the Supply; or each other player gains a Ruins to their hand.
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While this is in play, when you play an Action card, gain and play a Ruins.
I don't particularly like junkers that replenish the junk (yes, Sutler did that, but it wasn't a junker). And since this is cheap, provides no economy, and allows stacking, it seems like it could really stall games. Wait, no, stacking a bunch of Barbarians is probably bad for you.
Arsonist
Types: Action - Attack
Cost: $3
+$2
Each other player reveals their hand. If they revealed 3 or more Treasures, they gain a Ruins.
While this is in play, when you trash a card, you may gain a card costing less than it.
Another $3-cost junker! This one is good early on, but probably becomes a terminal silver fast. Seems like the card that discourages BM even if it never gets bought.
Junkyard
Types: Action - Looter
Cost: $5
+1 Card
+1 Action
You may gain a Ruins, putting it into your hand.
Discard any number of cards. +2 cards per Action card discarded, +1 card per every other card discarded.
You may trash this.
When you trash this, +2 cards.
Okay, ignore the ruins, and ignore the on-trash effect. This is on the level of City Quarter. In fact, it draws an extra card compared to City quarter, and you get a free Cellar on top of that. Totally OP.
Contessa
Types: Action
Cost: $6
Choose one: Gain a card costing up to $4 and a Copper, putting them into your hand; or +1 action, +1 buy; or trash this to trash a Victory card from the supply.
while this is in play, victory cards cost $1 less but not less than 0.
I... can't really see the pattern in these abilities. I guess you could get a bunch of these, and play 4 to gain a province and copper? Seems pretty bad. But maybe I'm missing something?
Renovate
Types: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.
So this is like a transmogrify that works now. Only it can trash copper, and sometimes it's terminal. Well Transmogrify is a cool card, I don't mind seeing a variant on the idea. I would guess this is much stronger than Transmogrify.