Just talking about the cards I find interesting. I may or may not find the card I submitted interesting
If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.
I really like the idea. Its an attempt to bring an parallel currency to the table. Like a small alchemy game. As people have mentioned at $4 it's a no brainer though. Needs to give less coins or cost more.
Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.
I think it's an interesting idea. But fundamentally I think forcing a bad reshuffle doesn't sound like much fun.
I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.
In the absence of using it as a very mild once off attack, this is a silver gaining silver, I can't see myself buying that often. I think the 'when you trash this' part is the more interesting bit, you should work on that.
Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)
I love the idea! But: I take it you thought about it at $5 and +$2, and then you realised it compared too favourably to Stash. However at $3 and +$1 I don't find myself wanting to buy it. Drawing a copper is never exciting. I suppose when you're drawing dead you can assure that you don't draw actions, but it doesn't seem worth it. I think the idea would be great on a terminal action for the exact reverse reason.
Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.
I really like this one
I think you should make it $4 (opening with 2 of these seems too tempting), +2 buys and lose the 'gain a copper penalty'.
Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside. Return it to your deck at the end of the game.
--
(Rules clarifications: It is recommended to use the Island mat for cards set aside this way.)
Upon reading it, I really want to try this one out
Seems like quite a nice Island variant.
Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)
I love the idea of an embargo variant. And it's a copper trasher. Seems fun. But is it quick enough to be worth it? You'd need to get it onto important engine pieces pretty quickly for it to work. Good idea
Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.
Hmmm. The more I think about this one the more I like it. So if you get a copper, its just like the top part of IGG, +$1 and gain a copper. So that's silver with a penalty. If you get a silver, you've gotten the cost back of the silver, so it was basically a silver gainer using the buy phase. If you get a gold you can also get something with the change, good if you have $11 for gold + province.
Oooh, but what about FG. If you've played 2xFG play this, get an FG put it in play and then you can afford a province! Nice. You can also use it to turn $4-->P in a potions game. That gives you flexibility although it's probably a bit steep. If you have can afford a Bank you can put it in play and immediately get +$5 or so? HoP is interesting too, with enough card variety you could use it to turn $5 into--->HoP--->Province.
I think this is a nice flexible little card, worth it if other alt-treasure are out. But most of the time it is just silver with a penalty I suppose. Maybe it should be cheaper.
Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)
Hmmm, play this get $5 out of you gold. Seems interesting but maybe a bit too similar to counterfeit?
Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)
This compares a little too poorly to salvager.
Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.
Everyone hates on blood money variants but i think this might be a goer.