Since some of the cards need a bit more work, I'm gonna do a mini Secret History today instead of posting more cards. Like Donald does. Enjoy!
Royal GuardA simple card that never changed. The idea was TFB where the benefit was more trashing. Trashing from hand doesn't work, so I went for the overpay effect of Doctor.
PainterThis is based on an outtake from an official set that was a workshop that worked like City. I found a way to make it work. Originally it spelled out what you could gain, I found a nice solution to make it a lot less wordy. I also dropped it to a 4, instead of a 5 that gained to hand.
NunneryOther than getting a better wording, this didn't change much.
Folk HeroOne day, I was thinking about the removed first edition cards. For the base set, most of them have fixed versions, save Feast and Hero. I tried to fix Feast but it became an Outtake. It's a simple fix. Drop it to 5 and let it get any type of card.
HarlequinThis is based on a card from a Weekly Design Contest. It formerly just worked on actions, which is clearly too weak, so I buffed it.
RegentThis is also based on a WDC card, but more loosely. It was a choose 1 where each choice was once per turn. I realized the choices were very Governor-esque, but it inspired this. Here the choosing is the once per turn part. Oh and here's a better wording, hey.
JudgeGot a better wording and dropped from 5 to 4. It used to just give you a flat +2 cards, but Menagerie's reactions gave me the idea to buff it.
SawmillAlso based on a Weekly Design card. It traded buys to workshop. This is similar, and actually does the same thing if used on copper, but it's stronger and more interesting.
TailorI wanted a Remodel variant, I thought of this twist on Remake. It might be a 3.
MillinerThe idea here is flipped Tragic Hero. The idea there was better than I thought. It got Hatbox a while back, a lot longer before than all the other cards. Neither really changed.
SteamboatThis was 4, before I very quickly figured out that it was not. It also didn't set aside, but just discarded. Coal was a pretty basic idea. To change some completely awful interactions, I'm changing it.
It now only works with static +Card amounts and is generally less slow.
InterestI saw Envy from Nocturne and thought "That would make an interesting attack." I found a good wording, also.
It only hits Silver and Gold, but it's stronger on Gold to compensate.
MausoleumThis dropped to 4 so it wouldn't be completely dead if you couldn't trash it. I am changing the Tombstone.
To make it more interesting, it gives you coins instead of Golds.
OuttakesLots of these.
I have +1 Card +1 Action, when you trash this gain a card costing up to $6. This quickly changed to the same on trash with +2 Actions +2 Buys on the top. In both directions, an obvious dud.
Village, if you have at least $1 remaining you can topdeck this. I've seen other players make the exact same card, so I cut it. Nothing really wrong with it.
Village that plays from your discard wasn't doing a lot.
+1$, At the start of your next turn, +2 Actions, when you gain this, gain a cheaper action as a treasure for $4 wasn't interesting enough to make the cut since coin of the realm exists.
Trash for benefit that reduced costs based on the trashed card was too nothing or too much like salvager.
A few cheap draw cards that discarded your expensive cards. Seer renders these obsolete.
An early version of Harlequin let you play 2 cards twice, then trash them, they could be actions or treasures. I did Harlequin instead.
Save your hand for next turn, at the start of your next turn, Secret Chamber seemed not super interesting.
Cantrip, gain a card costing up to 2 for 2. Drains piles like crazy and can grab lots of estates, it was insane.
A choose 1 with a bunch of unrelated abilities. It wasn't cohesive and was usually too strong.
Reveal top 3, grab actions. Both boring and obscenely strong.
Name a cost, another player chooses a card at that cost, you gain it. Usually broken, always boring.
A delayed village with an artifact. I had too many durations and didn't need more artifacts
A duration trasher with an artifact had similar problems. Too many trashers, enough artifacts. The card itself wasn't super interesting.
Various cursers, most with artifacts. I had a better curser, and then Donald stole the card's name when Coven was revealed, so I killed it.
This set used to have events. Most of them were doing new tokens to put on piles. One let you spy before playing it, one let you replay, then trash, the card, which doesn't play well as a token. One gave anything the Soldier Attack. The only really good one gave any card the Border Village on gain effect, I'm still fond of that one. Menagerie was revealed to have events, so I killed them.
A mechanic that let you buy additional effects for certain cards. I had more interesting mechanics, so I killed it.