Singer-Songwriter
$5 Action - Duration - Liaison
+1 Favor
Gain a non-duration action card costing up to $4 and set it aside.
If you did, choose one: play it now; or play it at the start of your next turn.
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When you discard this from play, Equip your Amplifier.
Amplifier
$0 Action - Cabinet - Equipment
Put this on your Cabinet mat.
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If this is on your Cabinet mat, when you play a set-aside card, double one of the following it gives you: $, Action, Buy, Card, Coffer, Favor, Villager.
Nice theming. It probably doesn't need the +1 Favor part. I hope you have enough +actions to play your Amplifier before playing the Singer-Songwriter or else you have to save the gained card for next turn in order to get part of it doubled. Maybe Amplifier should have +1 Action. As-is, it seems like cumbersome equipment (which is also thematic I guess, considering you're lugging that Amplifier around with you). Otherwise, I like it.
Army of Archers
Ally
At the start of your turn, you may spend 2 Favors to Equip an Arrow.
Each player has 3 Arrows available to them.
Arrow
Action - Equipment - $0
+3 Cards
Name an Action or Treasure card. Discard any number of cards, then reveal that many cards from your deck. Set aside any revealed copies of the named card and discard the rest. Play the set-aside cards.
Arrow is a smithy plus, but the plus part is kind of awkward, and only works well if you either have a bunch of copies of cards with the same name in your deck, or if you can somehow arrange your deck four+ cards deep (with a few Secret Passages maybe?), or if your deck only has a few cards left and you remember what they are and there's more than one copy of a card you want to play there. In other words, I would like this entry much better if Arrows were simpler and/or easier to use for more than a straight smithy. Having an Ally that lets your get your Equipment is a cool idea though.
Scrapper
Action - $4
+1 Buy
Trash a card from your hand. If it cost $4 or more, equip your Scrapyard. Cards cost $1 less this turn.
Scrapyard
Action - Equipment - $5
+2 Cards
+4 Actions
Gain 3 Coppers to your hand.
I like Scrapper, but you probably want stronger (or additional) trashing if you want to get much use out of Scrapyard. If there is more trashing, then Scrapyard looks like a strong card. Gaining the Coppers to your hand doesn't seem nearly as bad as gaining them to the discard pile, especially when you're more likely to draw your trasher after playing a lost city variant. Even if Scrapper is the only trashing, it'll be worth using Scrapyard for the last few turns of the game at least. Hard to know without trying it out, but the more I think about it, the more I like it.
Racecourse
$5 Action
Equipment: Floodlights
+1VP
Gain two Horses.
You may equip your Floodlights.
Floodlights
$0 Night-Equipment
+3 Cards
Discard down to 3 cards in hand and ignore any further +Cards you get this turn.
You may play Action cards in your Night phase this turn.
Floodlights seems like a good way to make use of Action cards in the Night phase. Even if you use it just to play a couple Racecourses, it seems well worth it as a way to make them nonterminal. OTOH, I don't see why it has to be at night. It's effect is like giving a few Villagers that only work with certain Action cards, which is fine but a little weird. (I'm assuming that the Action cards you play at night don't cost an Action to play, but the wording isn't clear about that. You might want to clarify.)
Plowright • $5 • Action
+3 Cards
+1 Buy
If this is not the only Action Card you have in play, you may discard 5 cards from your hand to equip your Plow.
Equipment: Plow
Plow • $0* • Dawn - Action - Reaction - Equipment
If it's your Dawn Phase, +3 Cards.
Otherwise, +1 Action, and you may trash a card from your hand to gain a card with a same type costing up to double the trashed card's cost.
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When you discard this from your hand (including during Clean Up), you may reveal it to put it onto your deck.
Plow is strong but it does have a significant cost to Equip it (assuming you don't have Cursed Village after playing Plowright), and the fact that there's only one per player helps. I imagine players will be wishing they could get more than one Plowright, but that's fine. It's interesting that it's either a double lab or a unique Remodel variant. It can turn Duchy into Province into Colony, or Silver into Gold into Platinum, but it doesn't work on Coppers or Estates (unless there's a $3-4 alt-vp card of course). I want to test it now.
Confidence Artist • $4 • Action - Attack
+$2
Choose one: each other player discards a card or gains
a Copper to their hand (their choice); or trash this for
+$1 and to trash your hand.
Equipment: Shell Game
Shell Game • $0 • Action - Equipment
+1 Action
Discard 2 cards. If you discarded at least one, +3 Cards.
After you play an Action card, if you have no cards in hand, Equip this.
It may be very hard to get Shell Game on a lot of boards unless other player(s) are playing a
lot of Con Artists. Shell game probably isn't strong enough to need such a restrictive way to get it. Otherwise, both cards look fine to me. I guess you usually want two Con Artists, one mainly for the trashing, and one mainly for the attack.
Iconoclaust
$5 - Action
Exile a card from your hand. For each type it has, choose one: +2 Cards, discard 2 cards; Equip your Exotic Brew; Gain a cheaper card sharing a type with [the Exiled card]; or play an Action or Treasure you have in Exile.
Exotic Brew
$6 - Action - Cabinet - Command
Play an Action card from the supply twice, leaving it there.
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At the end of your turn, put this on your Cabinet Mat.
This Equipment has the opposite problem as Shell game. Exotic Brew is very strong and probably should be harder to get. Iconoclaust could use better wording for clarity imo, but it also has potential to be quite strong. Might be fun to exile Dame Josephine to Equip the Exotic Brew and play three Actions or Treasures you have in Exile, so you might want to say the choices must be different. Also, as-is the card you play from Exile leaves Exile when you play it, and I'm not sure if that's what you intended.
Wagon
$3 - Action
+1 Card, +1 Action
You may skip a turn to Equip your Overpass.
Overpass
$7 - Action - Equipment
+1 Card, +1 Action
You may put this on your Cabinet Mat.
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While this is on your Cabinet Mat, cards cost $2 less on your turns.
Another interesting idea. I don't like that after each player gets one Wagon, the rest of the Wagon pile is (mostly) pointless. Wagon's effect might work better on an Event, but then it gets too similar to Canal. The idea may be worth trying, but I don't think there's much reason for it to use the Equipment mechanic.
2nd Runner up: Plow & Plowright by spineflu
Runner up: Racecourse & Floodlights by infangthief
Winner: Scrapper & Scrapyard by Commodore Chuckles