Commentary:
Belltower-I love trash-for-benefit cards, and I wanted to make a card that made them a better contender to big money. However, this card could also be used to perform multiple attacks every turn. I don't think that makes this card overpowered though because if you play this for the megaturn, any money you get from attacks is useless and when you stop playing it for the megaturn, your deck will be too starved for silver and gold to be able to buy enough provinces. I envision this combo-ing well with Ambassabor, Masquerade, Bureaucrat, Sea Hag, Remodel, Remake, Develop, Workshop, etc.
Cathedral-I like the idea of a trasher that just hangs around until it is needed, reducing the importance of luck. Might be overpowered, especially considering how good Lookout is. Maybe no +1 card?
Inheritance-I didn't I have room to fit the clause "When you play this card" at the beginning and "this card is worth " before the +1$. Just know those are SUPPOSED to be there. Hopefully I made it clear with the big "1" that this card is always worth at least 1, but can be worth up to 4$. Might be too good with Tunnel.
Forgery-I spent a long time with the wording for this. Obviously combos well with Grand Market, Highway, KC, etc. Probably overpowered in games with good cards and underpowered in games with bad cards.
Plague-I don't know, this just sounded wacky. Combos well with trash-for-benefits, Library/Watchtower, and Conspirator.
Tax Collector-I think this card has a lot of potential. In case the text on the card isn't clear, the value-changing effect is permanent and applies to all players (if it were a real card it would probably have you placing tokens to keep track of price). Taking a while to build a really good engine? Why not make Provinces worth 10 to put them out of reach of your less-rich opponent. Or, if you notice your opponent is making a deck that averages 10 every turn but with 1 buy, play two Tax Collectors to make Provinces worth 4 and snap those provinces up faster. Do you have all the curses? Play three of these to make curses worth 6, then remodel them into provinces. This card might shake up the game a little too much, but I feel that if could only change the value by one it would be too slow to be interesting.
Thoughts? These cards are very rough and I admit I have not playtested any of them (no one in my group ever wants to play with custom cards
).