I have been away from the forum for a while, and I come back and there is this then only 16 page thread about these new second edition thingies. I have gotten tired of reading other people's responses, and will now give my own opinion.
Base:Removed Cards: We can all agree that no one here will miss these cards. However, my family (specifically, my brother) will miss theif (mostly because he liked to buy them all and call himself the king of theives)
New Cards:Artisan - not much to say. It works as a replacement for feast, although I think I like feast better. I like that it takes Adventurer's place as the only
card in the base set
Bandit - I kind of wish the gold gaining was conditional on an opponent revealing at least one treasure, but that's fine. I like that it is so much less swingy with Harem.
Sentry - Not much to say about this one. It's a nice replacement for spy, and goes so much faster.
Poacher - A peddler variant. Good choice for the base game. "
per empty supply pile" not as much of a good choice. I like that it is used again on something other than City, but it might have been better for intrigue.
Harbinger - What Pearl Diver should have been
Merchant - Anyone else think this should have been Coppersmith's replacement in Intrigue?
Vassal - A simpler Herald. It's fine. The can't all be the best
ever.
IntrigueRemoved Cards: I'm going to miss Coppersmith and Tribute. I think that Donald should have taken out Swindler instead of Sab, mostly because swindler is so much more annoying due to its being cheaper and easier to use. Sab to me is a much nicer and elegant card, and plays less of an annoyance factor due to not easily self gaining and not always attacking.
New cards:Courtier - As a replacement for tribute, It's OK. I like that it uses all types. I think tribute was better though.
Replace - The attack is fine, being conditional, and is not too crazy overpowered. Not sure the game needs another remodel variant added to the existing sets though.
Diplomat - I find this as confusing as secret chamber was. It is kind of interesting as a reverse shanty town, but for the most part it is probably one of my least favorite cards here
Mill - A slight buff to Great Halls (The biggest cough drop ever!) and still can do what great hall did (Ironworks fodder and remodeling estates without losing points). Not making a very big change with this one, which is good. I find that great hall was one of the most balanced cards in the set, and this works as a nice replacement.
Secret Passage - I don't really have anything to say about this one.
Lurker - The supply trasher that Donald has talked about possibly doing has finally arrived! I feel like this is a card that will take a very long time to master, but will be well worth it.