I've been neglecting the forums lately and didn't realize a new set had been announced, let alone that there were preview cards available. So apologies for my lateness, it's time for... Combos With Scout! (RIP) Let's look at how amazingly these cards would have combo'd with everybody's favorite Dominion: Intrigue powerhouse, which was removed from the game for being too OP.
Way of the Ox, Mole, Turtle: Yikes, this is WEAK. Why would you play Scout as something other than Scout? Scout-as-village is only good if you have terminals. But in Scout games, you'll be racing Scouts, so most of your other cards will be Scouts. And Scout is NON-terminal, which is one reason it's so strong. Not seeing it. Too bad.
Toil: Pretty strong. Step 1) Buy Green cards. Step 2) Buy Toil. Step 3) Use Toil to play an extra Scout. Step 4) Scoop up the Green cards you just bought. You can have them in your hand same turn, actually. This is probably going to impact those "Buy all the Provinces on Turn 1" strats.
Commerce: You're always going to be gaining at least one Scout, so if you can spare an additional $5 you can use this to gain a Gold. I guess that saves you $1, since Gold costs $6? Probably a narrow play. Competes at the same price point as Duchy, which is always available and combo-able with Scout.
Populate: Dream on. By the time you realistically have $10, the Scout pile will probably be empty. You'll wonder why you bothered to build up your economy so much, while your opponent is profitably manipulating the next few cards in his or her deck over and over again.