Please try to follow the official cards as much as possible. Look up similar cards to figure out how to word things. At the very least, keep the vanilla bonuses in the correct order. Duck Call looks like a village at first glance because it's supposed to be cards first, then actions. It's actually a Lab variant.
Apologies if some of these points have already been made. I'm not reading others' comments yet.
Duck Call
(Action) $2
+ 1 action
+ 2 cards
Choose one: Discard 2 cards or put a card on the top of your deck
Donald X once tested a sifting lab variant, "+2 cards, +1 action; Discard a card". It was too strong for $4, but was almost always weaker than Lab because of the discard. Duck Call is very similar to the sifting lab. In context, top-decking is worse than discarding (because multiple Duck Calls will draw the top-decked card) but you do have the additional option of discarding 2 cards, which is sometimes no worse than discarding 1 depending on what's in your hand. Duck Call is probably about as strong as the sifting lab, and therefore too strong for $2. I'd just scrap it outright, but if you are attached to it you pretty much have to test it at no less than $4.
Camouflage
(Action) $2
+ 2 actions
You may choose a treasure card from your hand and play it immediately
I like it. It's a necropolis on many boards, but sometimes it has neat combos. You point out draw-to-X, trashing and Tactician. I don't know what trashing combos you mean (only thing I can think of is saving more cards from Count, which is not usually a concern anyway) but you miss out on the most interesting combo category -- alt treasures. Getting Quarry or Royal Seal in play during the action phase has some fun interactions; you could play Contraband even earlier to keep opponents guessing; you could HoP could gain a card that can be drawn right after, and playing Diadem or Philosopher's Stone earlier means you could get more value out of them and still get to use your extra actions or draw the rest of your deck. Not all of those combos are
good combos, but they are interesting.
Fur Hat
(Action/Attack) $3
+ 1 action
+ 1 card
You may gain a copper. If you do so, each player gains a curse
Not sure how it would work out, but my gut says that it would not be fun to play. Cantrip cursing is strong enough that I think I'd have to go for it even with the Copper gain. And then everyone's deck becomes terrible. Even more than Sea Hag, I think this card is just auto-slog, and that's not fun to me. At the very least, I think this should be a $4 card to prevent opening with two of them.
Deer
(Reaction/Victory) $3
Worth 2 VP
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When one of your cards is trashed you may discard this. If you do +2 actions, +2 cards
Doesn't make sense if you trigger it outside of your own turn.
Scope
(Action) $3
Look at the top 2 cards of you deck. You may put one of them back into the supply. Discard the rest. + 1 action for each card you discard this way.
Too similar to Lookout. Less interesting than Lookout because it's perfectly safe. This is just easy "trashing" early game and Necropolis otherwise.
Knife
(Action/Attack) $4
+$2
Each other player with 4 or more cards discards 2 cards of the same type.
If the type is Curse/Ruin the player draws 3 cards, Treasure or Action draws 1 card
Needs accountability clause. What happens if every card is a different type? It's rare, but possible (e.g. Gold, Province, Smithy, Hovel, Curse), and it would be more common with 4 card hands (with Minion, or with the second play of Knife). Do they still have to discard 1? Presumably not.
The discard portion is stronger than Militia, but that's somewhat mitigated by the card draw afterwards.
Do you realize how hilariously terrible this is with Ruins though? It would let the other player draw
4 cards, not just 3, because Ruins are Actions too.
Hunting Camp
(Action ) $4
+2 actions
You may trash a card from your hand.
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While this is in play if buy a Victory card gain a copper
Trashing Necropolis is decent for engines, but the penalty ranges from harsh to manageable to meaningless depending on the payloads and other engine components available. Worth testing.
Rifle
(Action) $5
+3 cards
Choose one : +1 Coin Token or +1 VP token
Not sure, but it seems undercosted to me. Even if it only gave +1 Coin Token, I'd guess that's a $6 card. The choice of a VP token instead is just icing.
Moose
(Action) $5
+1 action
Name a card from the supply. Gain two copies of that card putting them into your hand. During your clean up phase put both those cards back into the supply.
I'm pretty sure that lose track prevents you from putting the cards back into the supply in the clean-up phase. Even if it didn't, this card is still absolutely ridiculous. Play a Moose to gain two more Mooses. Play one of the new Mooses to gain 2 KC. KC-KC-Moose to gain more Mooses, more KC, then loads of other things and mega-turn off of a single card.
Shooting Trophy
(Treasure) $5
+$0
When you buy a victory card gain another copy of it putting it on top of your deck.
I think this would be too powerful, but I'm not sure.