Dominion:Proposed Changes
For now I am going to ignore themes and just do whatever, I might revamp further and try to keep cards in theme.
Base Set
Harbinger -$3
+1 Action
Choose one: +1 Card; or put a card from the discard pile into your hand.
Stronger than Mountain Village in that you get to choose whether to draw or not, but much weaker than Mountain Village by virtue of not being a village, plus no tricks involving stacking without help involving actions in play or Teacher/Event Tokens.
Bureaucrat -$4
Gain a Silver to your hand.
This might be too strong for $4 but somehow I doubt it. Doesn't need to be an attack either.
yeah that's really it for Base. It's a near perfect set.
Intrigue
There could be some buffing for Harem, but come on, Harem is actually a fine enough card that people shit on too much and I dunno, it's nearly a perfect set now. The second edition made this from one of the worst sets to one of the best, easily.
Seaside
Oh boy. Yeah, this set really needed a second edition. Hilariously enough, I'm not touching any of the $2s like Pearl Diver. They're fine too.
Navigator -$4
+$2
You may look at up to the top 5 cards of your deck. You may discard one or all, and put the rest back in any order.
Simple changes, make the scouting optional and give better deck control with both shuffles and discard choices.
Pirate Ship -$4
Errata: this is perfect
Treasure Map-$4
Don't topdeck the Golds
Explorer -$5
Gain a Gold, and you may reveal a Province to put it into your hand.
I feel like this is overall a buff despite losing the Silvers to hand, Gold gainers are fine.
Merchant Ship -$5
Slap on a buy, obvious stuff
Wharf -$5
Remove the buy, obvious stuff, or at least remove the buy on the second turn
Alchemy
Shouldn't exist, find more things to do with Potion and try again. Bigger project, apparently my Potter card was cool but I'll have to take another look at this later. Potion also probably should be like Charm in that you either get a Silver effect or a Potion. Or you could do something else radical, like give it a buy. Could be interesting.
Prosperity
Trade Route
Probably just kill it, replace it with something else. Way too complex and horribly designed.
Contraband
+$4 instead of +$3
Counting House -$5
Choose one: Either do what Counting House does, or set it aside, putting it to your hand at the start of your next turn.
Might be too strong, but eh seems like a fine idea to start with.
Mountebank -$5
If you don't discard a curse, you get a curse. If you do, you get a copper.
Royal Seal -$4
Once per turn: When you gain a card, you may topdeck it.
Cornucopia
Tournament should have prizes for everybody, and replace Diadem with something else. Replace Harvest.
Hinterlands
Kill Duchess, make Fool's Gold simple by getting rid of the reaction, get rid of Noble Brigand, Nomad Camp topdeck is optional, get rid of Mandarin. Mostly getting rid of bad cards here, with no obvious ideas to replace them. Thief variants are generally awful, and while Cache is awful it's not awful enough to warrant a real change. Could make it cost $4. I dunno. Probably is amazing in money then.
Dark Ages
Urchin/Merc is way too dominating and the game to get Merc is way too swingy. Why not just have Urchin blow up into a Merc during the clean up phase? Sure it's just as dominant but at least then it's not as bad. Probably also don't let Merc generate coin.
Get rid of Rebuild. Who cares if it is weak, monolithic strategies are bad for the meta. Make Bandit Camp Spoils optional.
Cultist -$5
+3 Cards
Each other player gains a Ruins.
There was some talk about chain or send a ruin, but realistically this just makes Cultist so obviously better than Witch that it's not even funny. Don't have chaining at all, give it an extra draw to compensate for the lack of cursing.
Adventures
I hate the Peasant traveller line so much. Probably to make it more fine you get rid of Disciple but fundamentally the entire line, it's broken as a concept. Change Warrior so it doesn't kill other Warriors, changes everybody wants, fine. Otherwise a nearly perfect set.
Empires
Errata: this is perfect
Donate is the closest thing to a sin.
Nocturne
Get rid of Fool. Cobbler is meh but whatever, this set is mostly fine.
Renaissance
Artifacts were a mistake. Treasurer doesn't need Key and is already massively strong without it. Border Guard doesn't need a tacked on Artifact. Flag Bearer was a mistake in general. Swashbuckler doesn't need a Gold generator, the coin tokens are fine enough.
Cargo Ship is bad for the game. You either have it in hand Turn 3 and win, or you don't, and lose. It's a worse version of Transmogrify. I have no immediate hot fixes either. Have to think about it more.
Sinister Plot is pretty nuts and probably shouldn't exist either, although it's not immediately obvious to me. A lot of the Projects should be toned down, because currently nearly all of them are must buys, and are easy to access.