I'm gonna just put a bunch of my feedback in one post...

"Return" isn't a concept for tokens. It's "remove any number of tokens from your Coffers" as in Butcher version 2, or "spend" as in Butcher version 1. So this would be
each other player may remove a token from their Coffers or Villagers or discard a Horse
Hostile Village
Action - $5
+1 Card
+2 Actions
The next time you play a card this turn, each other player with 5 or more cards in their hands discards a copy of it (or reveals a hand without it)
It's hard to know without playing this, but this feels like a really strong Attack. Consider Raider, which costs 6, doesn't draw a card, is a Duration (so it's slower), and the attack isn't as strong since the player gets a choice. I wonder if there is a way to cost this 6. Though villages don't work super well at $6 (who among us has not struggled to get a Nobles-as-village engine working -- though Border Village works great because it can come with a draw/payload card for free). Maybe this isn't a village but it's a cantrip with some bonus? That would let you cost it 6 given the proper bonus.
Interest
cost $5 - Treasure - Attack
+$2
Each other player reveals the top 2 cards of their deck, trashes one of those Treasures, and discards the rest. You may gain and play one of the trashed Treasures.
Strong Thief! It earns at least $2! Prepare not to be Thiefed your Interest!
Unfortunately this falls into a tight design space that makes it hard to balance.
As written, this falls into the same problem as Theif -- it trashes your opponents Coppers. So, it's good for them. Noble Brigand is a better example of how to do a Treasure-trasher. But if you modeled this after Noble Brigand, it becomes WAY too strong in comparison, it generates extra money (2+), and it is non-terminal. Not sure how to resolve those tensions.

Not the strongest card, but they can't all be the strongest 5. I like this a lot. The silver self-junking slows itself down which prevents spamming. Both me and my opponents grow our deck at the same rate. Nice!

Action - Attack - Duration ($5)
Djinn
+1 Card
+1 Action
Until your next turn, when any other player buys a card that they have a copy of in play, they gain a Curse.
At the start of your next turn, +1 Card.
I love cards that award variety. I've always considered the carrot approach, but the stick works too. Nice design! I can't say I love the Caravan on play. There might be something more interesting to do here. Perhaps gaining a copy of a card you have/don't have. I dunno. Something more interesting here. Also something that fights for its non-terminality a little harder. But I really love the attack a lot!
My submission for this week is a split pile with 5 copies of Philanthropist and 5 copies of Benefaction:


For my money (and I could be wrong with out actual play-testing), this feels like a terribly strong attack. Just think about how annoying Followers is. Imagine if Followers could be played T3 (even early with other shenanigans). And coppers never run out. Sure it improves the next turn, but those Coppers are hard to get rid of even with Benefaction. I'd open Philanthropist/Philanthropist many games. Maybe cost it 4? I could be wrong, play-testing could totally prove me wrong here.