Played a couple more resurgence-based games.
Game1: Collectables, Drawbridge, Cobblestone Road, Joint Upgrade, Death Cart, Archaeologist, Royal Heirloom, Ghost Ship, Inheritance, Hoard.
Game2: Collectables, Drawbridge, Cobblestone Road, Joint Upgrade, Counterfeit, Cartographer, Archaeologist, Royal Heirloom, Ghost Ship, Inheritance.
It's a Death & Inheritance themed kingdom. We often play mostly the same kingdom a couple times in a row (usually with one or two cards switched out) so my playtesters can learn the cards better. I added Counterfeit to the 2nd game because I wanted +Buy. I don't know why I put in Cartographer. It didn't fit any better than Death Cart, and neither of them were bought.
Collectables + Joint Upgrade (or any TfB for that matter) can be very powerful, but I don't really think collectables is too strong. Part of the problem is that Joint Upgrade is strong and the benefit for other players is rarely used (because of its cost). I think I'll put Joint upgrade back on the 'cards likely to be junked' list. But I would like my expansion to have a remodel variant card.
LF said Cobblestone Road should cost $5 as-is, but it really doesn't seem overpowered. Anyway if I'm convinced it's too powerful for $4 I'll make the option either discard two cards for +2 Actions or don't discard.
Drawbridge, Archaeologist, and Royal Heirloom also seem good as-is. I like how they work. Inheritance
is fun. I just need to replace or change Uncle Thread.
Here's a modified Death & Inheritance themed kingdom which I'll use sometime later:
Game1: Excavation, Collectables, Drawbridge, Cobblestone Road, Graverobber, Archaeologist, Royal Heirloom, Ghost Ship, Inheritance, Ancestral Crypt.