One of these is mine.
Sutler
Types: Action - Looter
Cost: $5
+1 Card
+1 Action
You may gain a Ruins; put it into your hand.
You may play an Action card from your hand.
You may trash a card you have in play.
In games using this: When a Ruins is trashed, put it on the bottom of the Ruins pile.
The obvious use is to gain and play a Ruins, then "trash" the Ruins, effectively making this into a cantrip with a random bonus. You can also use it as a Village, or use it a limited trasher. Seems fun, I like it.
Profiteer
Types: Action - Attack - Looter
Cost: $5
Each other player gains a Ruins.
Reveal your hand. +$1 for every Ruins in your hand.
Seems extremely weak. The coin bonus is often worse than Secret Chamber. Hm.
Witchfinder
Types: Action - Attack
Cost: $5
Each other player with at least five cards in their hand chooses and reveals three cards. They each trash one of the cards they revealed of your choice.
I don't like the politics that will crop up from this. I think this has a lot of the same problems that Saboteur had -- it does nothing for you when you play it, and other players will not like getting their cards trashed. It hurts a lot more because you'll be revealing something decent pretty often, so this is a bit like Pillage in that respect. I think overall power-level may be fine, but it just wouldn't be fun.
Vandal
Types: Action - Attack - Looter
Cost: $5
+2 cards.
Each player (including you) may reveal a Victory card from his hand and put it on top of his deck. If you do, +$2. Each other player who doesn't gains a Ruins.
Sounds a little strong to me, but probably fine. Not that interesting though.
Ceremonial Sword
Types: Treasure
Cost: $5
Choose one: +3 cards, +1 buy OR for each Action you have in play, you may trash a Treasure from your hand and gain a Spoils per Treasure trashed this way.
Do the option you did not choose.
I think it would make more sense to phrase this as, "Do both in either other..." but OK. I don't like that this is a Treasure. I don't see a reason for it not to be an Action. Is it only so that it can't count itself? Otherwise, it's kind of a neat way to trash Copper and mass-gain Spoils.
Counterpart
Types: Action
Cost: $4
Choose 2 of the following options: Gain a Spoils from the Spoils pile; gain a Silver to your deck; trash a card from your hand
Each other player may perform the option you didn't choose.
When you trash this, perform one of the above options
Gain a Silver to... the top of your deck? Shuffled in?
I think this is OK, but I wonder how often it'll be used as a Silver-junking attack.
Tenant
Types: Action
Cost: $5
Draw up to four cards. Gain a Copper per card drawn.
If you gained four Coppers, you may trash this card and gain a Landlord.
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Landlord
Types: Action
Cost: $0*
+ 1 Card
+ 1 Action
+ 1 Buy
You may play up to four treasures from your hand as if they were Gold. If you do, return this card to the Supply.
(This card is not in the Supply).
I think the line on Tenant should be removed, if I'm reading the intent correctly. Otherwise, the under-line part should clarify the scope, e.g. "at the end of your turn, if you gained four Coppers during your turn..."
I don't really like how closely tied they are; the synergy feels too forced. You play Tenant, draw big and gain lots of Copper. You use Landlord to play your Copper as Gold. It seems to dictate a strategy. But maybe not, because that obvious use is kind of weak. Flooding your deck with Copper is bad, and Landlord is only a bandaid, and a temporary one at that. You may not draw Copper with your Landlord, and your Landlord goes away while the Copper remains. That said, I can't think of a
good use case for this card, other than ones where you actually want to gain all the Copper (read: Gardens).
Iron Maiden
Types: Action - Attack - Looter
Cost: $3
Each player discards the top card of their deck. If yours is...
...an Action: +2 Actions;
...a Treasure: +$2;
...a Victory card: +2 Cards
Each other player gains, if theirs is...
...an Action: A Ruins;
...a Treasure: A Copper;
...a Victory card: A Curse
The primary function of this card is to junk, because it's tough to guarantee a specific bonus (though an engine can make this a semi-reliable village). I think that's fine. However, I think all that junking is dangerous and unfun. Early on this is a major Copper-junker, with all the problems that entails. But this card also distributes Ruins and Curses. I think the presence of this card all but guarantees a slog, and even strong trashing will have trouble keeping up because there is
so much junk to distribute with this card.
Barbarian
Types: Action - Looter
Cost: $3
+2 Actions
Trash a card from your hand.
When you trash this, +2 Cards and each other player gains a Ruins putting it on top of his deck.
I like this. Simple and interesting.
Calvary
Types: Action - Attack
Cost: $6*
+1 Card
+1 Action
Follow the instructions on the top card of the Troops pile.
(This is not in the Supply.)
On the randomizer card: Add an extra Attack Kingdom card pile to the Supply. That pile is the Troops pile. In games using this, when you gain a Victory card, you may exchange a Troops pile card from your hand for a Calvary.
Clarification: Calvary is not in the Supply, so there will be 10 Kingdom cards as usual (or 11 with Young Witch). The "instructions" are the same thing that Enchantress blocks, so (for example) the "while in play" part of Goons would not be emulated by Calvary. Treat the coin values of Treasures (e.g. Relic or Rocks) as instructions as well. "Exchange" is the same keyword used for Travellers.
So this is like Hermit/Madman and Urchin/Mercenary, except it's [any Attack]/Cavalry. It sounds overpowered at first, but thinking it through it seems OK. The upgrade cost is pretty steep -- either you green early and hurt your deck, or you get Calvary late when many attacks fall off. Having to exchange the base attack from your hand is slow as well -- sure you can get a super-Witch, but that means not playing your Witch that shuffle. The danger of cantrip attacks is mitigated because you can't gain lots of Cavalry without a lot of effort. Overall I think this could work, though it's weird enough that testing would be needed. I like it.
Barbarians
Types: Action - Attack - Looter
Cost: $3
+1 Action
Choose one:
You may return any number of Ruins from your hand to the Supply; or each other player gains a Ruins to their hand.
---
While this is in play, when you play an Action card, gain and play a Ruins.
Weird. The main effect of this card is below the line, where it enhances each subsequent action card with a bonus. But it's a double-edged sword because those bonuses are Ruins that clog up your deck, and once Ruins are empty then Barbarians become impotent. It does come built in with a way to return Ruins to the Supply. There's also an optional attack to distribute Ruins, which I think over-complicates this card but is probably there for the theme. That's OK. Overall, I like it.
Arsonist
Types: Action - Attack
Cost: $3
+$2
Each other player reveals their hand. If they revealed 3 or more Treasures, they gain a Ruins.
While this is in play, when you trash a card, you may gain a card costing less than it.
Simple enough. Seems fine to me, and it's different enough from other cards to be interesting. I like it.
Junkyard
Types: Action - Looter
Cost: $5
+1 Card
+1 Action
You may gain a Ruins, putting it into your hand.
Discard any number of cards. +2 cards per Action card discarded, +1 card per every other card discarded.
You may trash this.
When you trash this, +2 cards.
I think this does too much. It's a Cellar with +1 card which is already decent, with an additional option to gain Ruins for extra cards, and
another option to trash itself for
even more cards. I think the card would be better without the self-trashing option and on-trash bonus. Other than that, I think it's worth testing.
Contessa
Types: Action
Cost: $6
Choose one: Gain a card costing up to $4 and a Copper, putting them into your hand; or +1 action, +1 buy; or trash this to trash a Victory card from the supply.
while this is in play, victory cards cost $1 less but not less than 0.
This lacks cohesion. Why all the options? Option 1 seems to be the main thing, where you can gain bigger cards (thanks to cost reduction) but it comes with a Copper. That sounds good! Option 2 seems unnecessary, but at least there's some self-synergy there -- you can use it to get the card in play for more cost reduction and get some +Buy to take advantage of that later, without the Copper penalty. I think it would be fine without that, but it works. But then option 3 seems totally superfluous and unrelated to the rest of the card.
Uhh, maybe it's a theme of draining VP cards? I just noticed that the cost-reduction is specific to VP. So Contessa helps you empty Victory card piles, either through gaining them at cheaper prices or through outright trashing them from the Supply. Even so, I don't think the option adds much to the card. Without the trashing, I like it.
Renovate
Types: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.
Isn't there already a Renovate in the set? Maybe I'm mixing it up with random fan cards, as this is a popular fan card name.
I think the function of this card is already done better by Transmogrify.