After seeing "Cabal/Turncoat" I got thinking about the idea of cards that give you cantrips. They can be both beneficial and damaging.
There's a deck of 50 cards that's not in the supply. These are the "citizen cards".
All of them have names, and are of the format:
John Smith
Action/Citizen - $X*
+1 Card
+1 Action
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When you trash this, (beneficial effect), and return it to the citizen pile.
(This card is not in the supply)
X may be anywhere from 2 to 6
Some vague card ideas
Town Hall
Action - $4
+2 Cards
You may play any number of Citizens
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When you gain this, gain a Citizen from the Citizen pile.
Retrain
Action - $5
+1 Action
Trash a card from your hand. Gain a card costing up to $2 more than it, and a Citizen from the Citizen pile.
Tyrant
Action - $5
+4 Cards
Gain a Citizen from the Citizen pile.
Cabal (a card by CookieLord)
Action/Attack - $4
+$2
Each other player discards a Citizen from his hand, or reveals a hand with no Citizens
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When you gain this, each other player gains a Citizen from the Citizen pile.
Opportunist
Action/Attack - $4
+1 Card
Each player (including you) reveals his hand. If he has fewer citizens in his hand than you, he gains a Curse and a Citizen from the Citizen pile.
Trust
Treasure - $4
Worth $1
+1 Buy
+$2 for each Citizen in your hand.
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While this is in play, when you buy a card, gain a Citizen from the Citizen Pile.
Conurbation
Action - $4
+1 Card
+2 Actions
Citizens produce an extra $1 this turn
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While this is in play, when you buy a Victory Card, gain a Citizen from the Citizen Pile.
Pristine Land
Victory - $6
Worth 5VP, -1VP for every 2 citizens in your Deck
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In games using this, if you have any $ remaining at the end of your turn, gain a Citizen from the Citizen pile.