Altar - seems kinda strong on the first glance, especially if you get it early. On the other hand, i hardly ever get expand, and this is similar.
Armory - topdecking workshop. I think this is rather weak, since I dont get Nomad Camp often either. A card you dont want that much is not that much better on top of your deck.
Band of Misfits - I like how i suggested something pretty close to this
here, though i think i like mine better. Anyway, this will be pretty board-dependant, but with no strong 5-costers and lots of flexibility in 4s it might be really strong
Bandit Camp - Basically a village which gets you a gold when you first play it. Seems strong with an engine or if theres nothing strong at 5 (or you have too many of the 5-terminals already)
Beggar - i think this is insanely strong with duke, silkroad, gardens. I think id open with two of this when one of those altvp is on the table. Id even pass on the reaction in these games maybe, though that alone is strong enough to buy this if there are attacks (or not to buy attacks if your opponent gets it)
Catacombs - This looks strong in both engine and bigmoney games. on-trash effect is pretty neglegible probably.
Count - also strong with aforementioned altvp, but i think its rather weak without them.
Counterfeit - Nice for trashing coppers with a huge economy boost in the end.
Cultist - ruins-witch with chaining possibility. I think its a bit weaker than the original, since i dont think that this chaining mechanic will be good enough to compensate for giving ruins instead of curses. Still strong.
Death Cart - i guess this is quite strong in engines if you can trash ruins with it all the time. might also be a good opener to get a high-cost card early (theres even a decent chance you wont need to trash it)
Feodum - seems insane with trader, useless for vp without a silver gainer. not sure if jack or bureaucrat etc will be good enough to make it worthwile. Also nice early with trashers probably.
Forager - seems kinda weak, since it'll be even harder to power up than trade route and your opponent can just share the benefit if you trash something to it. At least its nonterminal.
Fortress - crazy combo potential with trash for benefit cards
Graverobber - doesnt seem strong to me on its own, might be with something else putting good cards in the trash
Hermit/Madman - nice megaturn setup, getting one of them early might be nice also
Hunting Grounds - pretty straightforward and probably strong, again i think the on-trash effect is neglegible
Ironmonger - looks like a pretty strong card for 4. i think id almost always get this over silver.
Marauder - looks very strong. its like seahag giving a gold on first play an giving a ruins instead of topdecking curse.
Junk Dealer - good early on, but you have to care not to get too many of those
Market Square - good if you can make use of the reaction or need the buy, prolly not worthwile otherwise
Mystic - decent card, but might be a trap easily ( i dont think scout + this will be strong enough)
Pillage - doesnt look strong to me. you can destroy an opponents turn pretty much once, but also play a useless card urself. then you get 2 one-time golds.
Procession - highly board-dependant, but can be insane with on-trash benefits on the played card
Rats - weak without trash for benefit, might work with them, but i think it can still be a huge trap
Rebuild - looks strong on the first sight, but the problem is you need to get it early to do something, but it helps your economy in no way except for the points it gives. sadly there are no 5-cost dual-type victories it works well with.
Rogue - this looks strong compared to graverobber, because if gives 2 money and has a nice attack or gain.
Scavenger - chancellor+, looks strong for spamming a card
Sage - similar in use to scavenger, but i think theres quite a danger to ignore your economy for it. also good beyond-silver card
Squire - nice if it can be trashed for a good attack, also good for enabling altvp
Urchin/Mercenary - if theres another attack on the board, i think the question is not if you want this or not, but rathher when you get it. Mercenary just looks incredibly good if you can get your hands on it early.
Vagrant - kinda like pearl-diver: cantrip with a little extra, but i probably hardly will get it over a more expensive card.
Wandering Minstrel - another strong village, this time for an engine
Knights - Funny concept, but they seem to be weaker than rogue, except if you can get the trasher early or something like that
Ruins - not that bad, you might actually buy the + buy one (or the others to feed to death cart)
Shelters - guess those wont change much usually in your general strategy. the most important thing will probably be them costing one
Just noticed Poorhouse is missing:
Poorhouse - Very good in an engine if you get rid of all your money, probably useless otherwise