Lead (Treasure) ($0)
$0
When you trash this, gain a gold.
Interesting. You'd obviously never buy it without trashing options. When there are good options, the $0 price tag makes it too easy to load up on them very quickly. These two factors make the card too swingy, in my opinion. It should probably cost $2 and do something when played. It doesn't even necessarily have to generate coins; it could do something like allow you to discard the top cards of your deck.
Bailiff (Action) ($2)
+1 Card, + 1 Action
Trash a card from your hand.
Hmmm, seems OK to me. You'd probably usually want one unless you're rushing Gardens, but that can be said for Chapel as well. If there are issues with the card, they'll come out in playtesting. If I had to guess, I'd say that $2 might be too cheap.
Clerk ($3) (Victory - Reaction)
1VP
When another player plays an Attack card, you may reveal this from your hand. If you do, you are not affected by that Attack.
I don't think I'd ever buy this. Moat is a bad idea often enough, and at least it does
something for you when played (+2 cards). The dead card in hand is almost never going to be worth the Reaction effect in the early game, and you might as well just buy Estates late game.
Also, reusing existing reaction effects isn't very interesting. It's not forbidden or anything, but you used Moat's reaction effect on all three of your Reaction cards.
Defendant (Action – Reaction) ($3)
Draw a card, then trash a card from your hand.
When another player plays an Attack card, you may reveal this from your hand. If you do, you are not affected by that Attack.
Meh. I guess I might buy this in a heavy cursing game where better Curse-trashing options weren't available. That's about it, though. Without cursing attacks, the reaction effect won't be worth buying the card for. Without the reaction effect, it's just an incredibly weak and slow way to trash cards.
Witness (Action) ($3)
- All other players reveal their hand. You may gain a copy of a card that any opponent is holding that is not a victory card.
This...seems way too powerful. It scales as the game goes on, which is nice, but compare it to other gainers at the same price. It's pretty clearly superior to Workshop and Smugglers most of the time. It also gets way more powerful as there are more players in the game. If I were you, I'd limit it to the player on your left and cost it at $5, maybe $4.
Prosecutor (Action – Attack) ($4)
- Name a card that is not a victory card. Then, each player reveals their hand. If they reveal any copies of that card, they must discard one of them immediately.
Stupid powerful. If played in succession, it can wipe out players' turns quite easily. The funny part is that, after you play it once, you know all the cards in your opponents' hands, ensuring that all future plays will be devastating. King's Court/Prosecutor would be a game killer.
Oath (Action) ($4)
+1 card, +1 action
Name a card. Reveal the top card of your deck. If it is the named card, put it into your hand and you may gain a copy of it and you may trash a card from your hand.
My gut tells me that this is too powerful, at least for $4. It's also very swingy. If you happen to have a Province on your deck, you can duplicate it.
Warden (Action-Attack) ($4)
+1 card
You may reveal up to 2 curses from your hand and return them to the supply. If you don’t reveal any curses, then each other player gains a curse.
I'm trying to decide if the ability to return Curses to the supply is really worth putting on a cursing card. You'd almost certainly never use it if there were still Curses left to give out. If you do return Curses, it's very likely that you'll be getting at least one of them back during your opponents' turns. I think I'd rather use my actions on other cards at that point in the game.
Jury (Action - Attack) ($5)
All players reveal the top card of their deck. You decide whether the other players should discard the revealed card or put it into their hand. If they put it into their hand, you gain a copy of the card on your deck. You may then decide on your revealed card. You may either put it back on your deck, discard it, or trash it.
This is a cool idea. You might need to playtest and balance it, but I like it. You'll probably want to reword the text a bit, but the effect is very interesting.
Precinct (Victory) ($5)
- Plus one victory point for every three victory cards in your deck, counting this, rounding down.
In my opinion, it's too close to Silk Road to be interesting, even though the two cards probably play quite differently.
Robin Hood (Action – Attack) ($5)
+1 buy
All other players reveal their hand. You may immediately steal any card from the hand of whichever player holds the highest total value in Gold, Silver, and Copper. Place this card into your hand. (If more than one player are tied for the highest value in their hand, you must steal from the player closest to your left.)
Too powerful. Any card that allows you to steal a Province (or Colony) from an opponent is right out. The fact that this only targets one opponent is also a turn-off, even if you can't choose which.
Jurisdiction (Action – Victory)($6)
+1 Card, +1 Action
3VP
Not really interesting. At the point you'd want this, you're probably willing to buy Duchies for $6 anyway. If you have $6, buy this. If not, buy a Duchy. There's rarely going to be any strategy to buying or playing the card.
Courthouse (Action – Victory) ($6)
Choose 2: +1 card, + 2 Actions, +$2
1 VP
Hard to say if this is balanced. It's similar to Nobles, obviously, but it might play differently enough to be interesting. Merits playtesting for sure.
Trial (Action) ($6)
+1 Action
Draw two cards. You may either put them both into your hand or discard them both. If you discard both, +1 card and +$1.
Seems OK at first blush, I guess. Strange Laboratory/Peddler hybrid.
Attorney ($7) (Action-Reaction-Duration)
+1 Action, +$1
Attorney stays in play until the start of your next turn. If you have an Attorney in play, when any player plays a gold or platinum, you may gain one of the same.
While Attorney is in play, you may gain a copy of any treasure that an opponent gains. If you do, put it on top of your deck.
While Attorney is in play, when another player plays an attack card, you are not affected by that attack.
This seems way too powerful. For every Treasure card your opponents gain, you gain a copy that you probably get to play before they can play theirs? Also, you get bonus Gold for each one an opponent plays? Silliness. On a side note, this doesn't need to be a Reaction card, but that's a secondary concern compared to how incredibly broken this card looks.
Anyway, that's my reaction. Sorry if I was a little harsh but I hope it helped at least a bit.