Fishmonger
Types: Action, Duration
Cost: $5
+1 Card, +1 Action, +1 Buy
While this is in play, at the start of your turn, +1 Buy and Action cards cost $1 less during your turn (but no less than $0). This stays in play until any player, including you, has 6 Action cards in play. Set it aside and discard it during Clean-up.
I suppose your idea is that you want to race to put 6 Action cards in play so you can turn Fishmonger into a worse Market Square for the player of it. Unfortunately, I think the play-pattern might be more of a Fishmonger rush. I mean, 5 Fishmongers gives you 6 Actions each costing up to $5 every turn until you decide to play anything: And player 1 is going to be able to set that up much more reliably than player 2. I have to imaging that, if you are the better player, getting 6 $5-gains will just reveal the better player faster. I imagine even if you can't get to the 5-Fishmonger dream, games will be very fast with so many +Buys and cost-reduction flying about in the early turns.
Commodity
Types: Treasure, Duration
Cost: $5
If you have an even number of Commodities in play, $2; Otherwise $1. +$ based on the current position of the Market Demand track.
On your next turn, +$1. When you discard this from play, lower the Market Demand track one step.
Setup: In games using this, include the Market Demand track when setting up the Kingdom.
Market Demand
$0,$1,$1,$2,$2,$3,$3
Setup: Place a coin token on the right-most space of the track. When a card instructs you to lower the track, move the coin token to the next space on the left.
Unless I'm misunderstanding, this begins producing $4 and eventually produces $1. Why even bother counting the number of Commodities you have in play? I'd never buy more than one: The first 2 plays are better than Gold, but from then on it is a degrading Gold, so if I needed a Gold I'd have it by then. With +$4 how wouldn't you have Gold?
Even worse, in multiplayer games, only 2 plays get to be +$4, so players 3 and 4 are going to be in a really bad position.
Source
Types: Action, Duration
Cost: $4
At the start of each of your turns, you may turn this card by 90° clockwise for +$1, +1 Action, or +1 Buy. If this is upright after rotation, discard this.
Making the effect optional could be neat, but the effects are not nearly situational enough to make holding on to Source ever worthwhile. You will almost always use it every turn, so you've injected a bunch of complexity into the card to make it optional when it won't really matter.
Sacred Fire
Types: Action, Duration
Cost: $3
+$2. You may trash a card.
At the start of each of your turns, you may trash a card for +$1. If you don't, discard this from play and gain a Curse. (This stays in play)
You need to specify where the trashed card is when you trash it.
I imagine Sacred Fire's 1-3 more down turns than
Cathedral, does not offset the fact that you get money from Sacred Fire. It is definitely too strong. Either way though, not trashing with Sacred Fire is such a bad option that it may as well be permanent.
Settlement
Types: Night, Duration
Cost: $7
If this is the first time you played a Settlement this turn, and the previous turn wasn't yours, then take an extra turn after this one, and do not discard cards from play during your Clean-up Phase this turn.
This will be way stronger in the average Kingdom than
Outpost (so much so that swinging to it early will be a game decider, it will be so good at stabilizing a deck), but much weaker than
Outpost in the ideal Kingdoms. At its most abusive, you could play your deck in two halves, but that would typically be quite inconsistent (excepting setting aside exactly what you need to draw, making Settlement functionally read as a worse "+1 Buy").
I would find it more compelling if it wasn't limited to once per turn--especially with its cost of $7. If you don't discard cards from play, you'll eventually run out of cards.
Why is it a Night card, by the by?
Veto
Types: Action, Duration
Cost: <4>
+2 Cards.
While this is in play, Vetos cost $1 more. When anyone plays a card costing $4 or less, you may discard this. If you do, they play that card as a different card with the same cost or a cheaper card of their choice from the supply. It is that card until it leaves play.
I think it is worth noting all the awful complexities of
Band of Misfits that are probably going to get removed in second edition (and we are still waiting to see how). It will probably change into a
Captain sort of wording instead.
This will probably be best to use as a cheap source of draw and then
Band of Misfits your own cards, unless you can typically use it to completely shut down engines, in which case we just play money.
Why does it make itself more expensive? It has no real mechanical reason to do so.
Keyring
Types: Treasure, Duration
Cost: $4
Choose one of the Locked piles. That pile is in the Kingdom while this is in play. Now and at the start of your next turn: +$1, +1 Buy.
Setup: Set aside 3 additional Kingdom piles as Locked piles.
I believe it should put the piles into the "Supply," not the "Kingdom."
I think this is really weak. Players will often buy it because it is a non-terminal source of +Buy, but if that isn't important, players will receive incredibly similar benefit from it without having to buy a $4 Copper. Point being, this can probably cost $2.
Reward
Types: Treasure, Duration
Cost: $4
$1. At the start of your next turn: +2 Cards, then discard 2 cards.
Effectively worse than
Dungeon? If the sifting was going to be useful, I'd much rather have more sifting than a Copper.
Charlatan
Types: Action, Duration, Attack
Cost: $3
+1 Buy. Until your next turn, when another player buys a card, they choose a card they have in play and exchange it for a card costing at most the same as the chosen card with a different type. If they didn't, they return the bought card to the supply. At the start of your next turn: Gain a Silver to your hand.
Exchanging I'm pretty sure needs to mention that it comes from the Supply (
Changeling doesn't mention it because it has to exchange for a
Changeling).
Others talked about this one. It seems to me that this effect will either be a largely a benefit to the recipient, and will otherwise completely degenerate the game.
Customs
Types: Night, Duration, Attack
Cost: $4
Gain a Spoils from the Spoils pile. Each other player with 5 or more cards in hand reveals their hand and sets aside a card that you choose face-up (on this). At the start of your next turn, each other player puts the card they set aside into their hand.
I think it's too much. First of all, the effect this has on the opponent's next turn is actually worse than Pillage; with Pillage, they at least have the chance to redraw the discarded card. More importantly however, this sets itself up to be stackable: play Customs one turn, and you will be able to attack with 2 Customs on the following turn. I think this is going to be too crippling.
Hm... the fact that one would have to have N*2 Customs to juggle N cards out of your deck forever and the fact that for your N*2 Customs you will also have N Spoils (because you can't get rid of the Spoils the turn you gain them) (which ends up being a lot of stop cards), I'm not sure I agree.
If it was so much a problem, you could probably fix it by bumping Customs to $5 and having it gain Gold. That would also make Customs even less like
Pillage.
Man in Black
Types: Action, Duration
Cost: $4
Gain 3 Silvers under this. While any cards are under this, at the start of each of your turns, put one of them into your hand. If none remain after, trash this and gain a Curse.
While this is in play, when you gain a Treasure, you may set it aside under this.
Silver flooding is generally pretty underrated. This I imagine will be quite good in slower games, as you can stave it off longer by buying Gold. Without some way to reliably Gold-flood and something to do with that Gold though, I'm not sure how often players will be able to handle the 4 stop cards--especially because its strongest use implies gaining even more Treasures.
Mine Worker
Types: Action, Duration, Reaction
Cost: $5
Now and at the start of your next turn: you may trash a Victory Card from your hand, to gain a card costing up to $3 more than it. If you don't, you may discard your hand for +5 Cards.
Before resolving the effect of a Duration at the start of your turn, you may reveal this from your hand. If you do, the duration will stay in play and effect will occur the start of your next turn as opposed to this turn.
In games using this, when you start a turn with 3 or more Durations in play, you may gain a Duchy or 3 Estates.
I like the Reaction idea. It definitely has to be married to a Duration effect that you would actually want to delay, which this is. I'm not convinced that it will be as boring as
Rebuild: I imagine trashing Estates for $5 cards other than Mine Worker will generally be better than trying to do any kind of Duchy->Province rush with this.
The In-Games-Using-This effect is too much though. You're not only adding significantly more text to a card that hardly needs more, it's also an effect that will be either trivial (lots of Duration cards are spam-friendly) or virtually impossible when it is the only Duration around.
Wonder
Types: Night, Duration
Cost: <8>
At the start of each of your turns, if this is in play, add 2VP to this. The next time you shuffle your deck, trash this and take the VP.
This is gained to your hand. (This stays in play until you shuffle)
Mitigating the super-rare abuse cases by not giving VP to the player immediately I don't think is worth the added complexity.
In a way, it kind of reads like 2VP per 5 cards in your deck, which is 4 times the points of
Gardens, but it's sideways from that because it requires turns to payout and the latter Wonders are worth fewer VP as you slog through your Wonder-turns. I worry mostly that, whenever this is relevant, setting up the multi-Wonder turns will be too swingy. You can buy a Wonder on turn 1, pay it off within those two turns to get a second Wonder on turn 2, and turn 3, and so on; but in a large deck, that will be unreliable.