Hitchcock
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.
The way I read this, the 'per copper gained' includes the one you get in hand, which makes it lab+gain a copper in hand, which already might be weaker than lab, or might be stronger, but should cost 5. Then it has another bonus. Too strong.
Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.
Seems weak. Gaining a duchy is not so hot, unless you're doing an alternate VP push, where it is very very very good. But you wouldn't want this in any other kind of deck, early on, and you probably won't really pick it up later. I don't think I like the idea anyway.
Ford
$4 - Action
+1 Action
Discard a card for each other [This Card] you have in play.
Reveal your hand. +1 Card per Copper revealed.
I'm not sure about this. The discard happens first, but probably won't be a big deal. Often going to be something a bit like stables early, a slightly weaker lab after very long, and usually not worse. But while this makes it very good, I'm not sure it would be TOO good.
Kubrick
$4 - Action
+1 Action
+1 Card for every 6 cards in the trash pile up to 4 cards, rounded up.
If no cards are in the trash pile, +1 Card, +$1.
I don't like the big trash thing, seems wonky and weird, and the presence of various kinds of trashing are going to make it play so much differently so weird. Mleh.
Welles
$5 - Action
+1 Action
Choose one of the following:
+1 Card, +$1.
+2 Cards, +1 Buy.
+3 Cards, gain a Copper.
Strictly better than lab. Maaaaaybe okay at 6, but uh, well, I don't so much think so.
Renoir
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.
Order of trash is a not good thing.
Spielberg
$4 - Action
+1 Action
Look at the top 3 cards of your deck. Discard one of them. Put the other two into your hand.
Each other player may gain a copy of the card that you have discarded.
This is generally better than lab, and at the 4 price point. I don't think it's so clearly superior that you couldn't do it at 5 - look at HP - but I am not so sure. And def not 4.
Capra
$5 - Action
+1 Action
Reveal the top 5 cards of your deck. The player to your left separates them into two piles. Choose one pile to discard and draw the rest.
This card though, is really really close to just being plain better than lab. I mean, you have a 2 vs 3, in which case you get at least a lab, with guaranteed above-average cards, or double lab with weaker ones; or you get 1 v 4, in which case you can STILL get the one card, if you really need it, or it's a triple lab. I would like this a lot better if the roles were flipped, though there it's still going to outclass a lab by a good margin.
Maybe you can do this as a 6. Probably
Malick
$6 - Action
+1 Action
Reveal your hand.
+2 Cards for every Action card in your hand.
Trash this card.
--
This card may not be gained, it may only be bought.
The wording on the restriction needs to be fixed. Seems to suffer from FBI
Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications: As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)
I think I like this. Your choice of two from three, but you can't get two of the same kind. So you can chain up an action and treasure fairly often, or the best card of three otherwise, quite possibly with a junk card. Actually that's really good filtering anyway - this probably needs to be a 4-cost, and maybe even 5. So it seems strong. Also probably doesn't need to have the whole 'sub-type' thing.
Nolan
$4 - Action
+1 Action
Discard a card costing $0 from your hand. If you do, +3 Cards.
Soooo close to stables; better in cursing games, slightly worse most of the time otherwise. Looks too good for 4, too similar to stables too.
Lang
$3 - Action
+1 Card
+1 Action
When you play this, the player to your left reveals a card from his hand. Reveal cards from your deck until you reveal the named card.
If you do, trash it or put it in your hand, your choice. Otherwise, gain a copy of the named card.
I don't know, this seems like a lot for not that exciting of an effect. The whole thing just seems like interaction, for no real reason. I like interaction, but this doesn't seem to have a great point, for me anyhow.
Curtiz
$6 - Action
+1 Action
Reveal cards from your deck until you reveal three cards costing at most $4. Put those cards into your hand, discard the other revealed cards.
Eh, I don't know. So much card draw, but all of crap - I bet this is pretty weak at 6, anyway. Maybe not.
Coen
$5 - Action
+2 Cards
+1 Action
If there are no cards on your [This Card] mat, set aside an Action or Treasure card from your hand onto your [This Card] mat or reveal a hand with no Actions or Treasure cards. Otherwise, take a card from your [This Card] mat and place it in your hand.
So, basically like lab and haven. Color me unimpressed, though maybe it's ok.
Tarantino
$5 - Action
+1 Action
The player to your left names a card.
Reveal cards from you deck until you reveal the named card, putting it and one other revealed card of your choice into your hand.
I name the jack of clubs, then this reads as a total tutor. Or, I can name something like copper, and there's a good chance you only get to draw that. So, maybe this isn't really a bad design, just over-costed. This could cost 2, or 3, in all likelihood.
Lean
$4 - Action
+1 Card
+1 Action
Reveal the top card of your deck. If it is a Copper, put it in your hand.
Discard any number of Coppers. +1 Card per Copper discarded.
So it can lab on copper, fine, that's not too bad, and then you get a weakened cellar. Seems strong, but not so broken if you get a few early - the cellar-ing copper is not so good early - so seems like it could definitely be 4, strong though it is. Seems decent. Pretty good.
Chabrol
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.
Hmm, you can't, just can't green enough to make this reliable, so I don't like the swinginess.
Fellini
$4 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left chooses one for you to set aside. Draw the rest.
--
During cleanup, return the set aside cards to the top of your deck, in any order.
Hmm, I am trying to work out, how should the opponent break things up. This ought to be worse than lab, has to be right, but because they don't know your hand, I doubt it will be much worse. And with enough cantrips (i.e. any time you can play one after this), it won't be worse at all. Indeed, better, since you know what's left. So seems very very close to lab, and probably a bit strong, therefore.
Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.
An odd number of cards? I love math, but I'll pass.... hey, this reminds me of an interesting discussion on the platonic ideals of numbe.... yeah, some other time.
Fincher
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
So this is scout on a copper stick, and it gives a vp, mostly to be able to draw itself I am sure, but in all honesty, this has to be weak still. Copper isn't good that a scout ability, and/or a vp, would isn't enough to make me want to spend 5 on one, you know.
Bergman
$4 - Action
+1 Action
Reveal the top 3 cards of your deck. Put the revealed Action cards into your hand. Discard the rest.
--
At the end of your clean-up phase, place this card at the bottom of your deck instead of discarding it.
Has FBI issues. Also gets you a big chain at the bottom of your deck real easy.
Lynch
$3 - Action
+1 Card
+1 Action
The opponent to your left reveals and discards the top card of their deck. Reveal the top card of your deck. If it costs less than your opponent's card, place it in your hand; if it does not, discard it.
The risk is so rarely worth the reward. If you lose this, it's so bad for you....
Visconti
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.
Worst two out of four is very often a penalty, I think, if you have to have your good cards miss the reshuffle. When you are getting close to drawing everything, it can be good of course, though even then, other engine components are probably better. I actually think this is not so good, even for $2......
Murnau
$5 - Action
+4 Cards
+1 Action
Discard a card per [This Card] in play (including this one).
The first one is a double lab, and the second is still a lab. So you can't chain a ton of these, like with lab, but you just don't. In all honesty, grabbing SO many labs isn't that good very often anyway. Too strong.
Melville
$3 - Action-Reaction
+1 Action
Trash a card from your hand. If it costs $0 and isn't a Treasure, +3 Cards.
--
When you gain a card costing less than this, you may reveal this from your hand. If you do, put the gained card in your hand.
The first part is so... bad. You don't want to have that stuff, you aren't going to be able to trash it reliably, etc. Now, it defends a bit better, but it's basically worthless except against cursers and looters.
Coppola
$4 - Action
+3 Cards
+1 Action
Discard 3 cards or a Silver.
So, this is SO close to warehouse, I don't think I like it. I mean, this obsoletes warehouse too much for me.
Huston
$4 - Action-Duration
+1 Card
+1 Buy
+1 Action
On your next turn, draw 7 cards during your draw phase instead of 5. If you play more than 3 actions, trash this card.
I don't think the designer understands that next turn's clean-up affects the turn after next? Even so, seems really really good in early-mid. And... play more than three actions... WHEN?
Kurosawa
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).
Seems really really really really weak, because you have to buy this for 4 and basically get an equal effect as your opponents.
Griffith
$5 - Action
+1 Action
Reveal any number of Coppers from your hand and draw that many cards. Trash one of the revealed Coppers. If you do not reveal a Copper, gain a Copper and put it into your hand.
Self-regulation is real interesting, but uh, I think the card is not.
Wyler
$4 - Action
+1 Card
+1 Action
Pick one: Gain a card costing up to $4 onto your [This Card] mat, or place a card from your [This Card] mat into your hand.
--
At the end of the game, trash all of the cards on your [This Card] mat.
This is totally gain in hand, just delayed, so I am surprised that it qualifies. Having said that, I think I like it.
Cukor
$4 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand. If you do, +1 Card.
Well like i said earlier, I think lab+gain-copper-in-hand is in fact comparable in power to lab in a lot of cases, and that it's optional makes this too strong fo sho. Again, as 5 it's probably totally good.
Herzog
$4 - Action
+1 Action
+1 Card
Choose one: +3 Cards, and return this card to the supply; or trash a card from your hand, and gain a [This Card]; or put this card on your deck at the start of your Clean-up phase.
--
(Rules clarification: When doubled or trebled with Throne Room, King's Court, or Procession, you may choose the first option multiple times despite returning only this copy of [This Card] to the supply. You may gain multiple [This Card]s with the second option, but you must trash one card for each copy you gain. You can only put the played copy on top of your deck; choosing this option does nothing if the card was returned to the supply. If the card was returned to the supply with the first option, it cannot be trashed by Procession, and you do not gain a card costing $5.)
Seems really really really strong.
DeMille
$6 - Action
+3 Cards
+1 Action
Discard a card.
--
While this is in play, you can't buy any Treasure.
I don't like the 'buy any treasure' thing in general.
Eisenstein
$4 - Action
+1 Card
+1 Action
Choose one; you get the version in parentheses:
Each player draws 2 (1) cards and discards 2 (0) cards from his hand;
or each player draws 2 (3) cards and discards 1 (1) card from his hand.
--
While this is in play, Attack cards you play do not affect players with more than 5 cards in hand.
The second will be way better than the first most often I think. But I think this probably has FBI issues.
Scorsese
$4 - Action
+1 Action
You may gain a Copper, if you do +2 Cards.
You may gain an Estate, if you do +1 Card.
You may gain a Curse, if you do +1 Card.
Great in the endgame. Not terrible early, though not great. And uh, I don't understand why the copper benefit is so much the best.
Cassavetes
$4 - Action
+3 Cards
+1 Action
Reveal your hand. Discard two differently named cards which are not Action cards from your hand if you can.
Usually this is copper and estate, or estate and province, or copper and province, or occasionally copper and silver, but this is basically always a much better warehouse.
Bunuel
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.
This card is really terrible. So, it basically just trashes two estates for you, while letting you keep the points - IF you draw it before the green in your reshuffle. And you have to waste a $5 for that. Won't be very useful very often.
Lubitsch
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.
I wonder how good this is in a deck with just this and silver, and maybe a good cheap terminal or two, and/or sifters. But you know, that's the only deck it's good for t all, right, because this does NOTHING for you if you don't activate it, which I don't like. I don't think it would be so broken if this were cantrip that labbed in the same situation it activates in now, but always a cantrip.
Kazan
$5 - Action-Attack
+2 Cards
+1 Action
+1 Buy
Every other player with at least 5 cards in hand discards a Treasure card or reveals a hand without any Treasure.
--
You can't gain this if you have a [This Card] in play.
The first of these is strictly better than lab. And you know, it's always strictly better than lab, just a little harder to chain, but that's not such a huge thing anyway, really, is it? Too good.
Leone
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.
I feel like I've seen this before, or something really similar, but I don't like this more now than before....
Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.
So the first in a turn is a lab that labs your opponents, and then each subsequent is a lab. And its a little better for your opponent with their other option too. So this seems really really really weak anyway
Powell
$6 - Action
Look at the top 2 cards of your deck. Discard them or put them back.
+2 Cards
+1 Action
Lab with a little filter. Probably real weak at 6.
Eastwood
$2 - Action
+1 Action
+1 Buy
Draw any number of cards up to the number of Buys you have in play. -1 Buy for each card drawn this way.
I don't like the trading buys for cards, or at least how it is done here.
Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.
Lab, opponents get to filter one in the best possible way. Probably a fine card - filter 1 is pretty good. Maybe this can even cost 3. Maybe.
Antonioni
$4 - Action
+1 Card
+1 Action
You may reveal your hand. If you do and you have no Treasure Cards other than Copper in your hand, reveal cards from your deck until you reveal a Treasure Card that isn't a Copper.
Put it into your hand and discard the rest.
So it's either a cantrip, or a cantrip WITH silver, like an activated conspirator? But with this weird restriction. At least it can't stack. Actually, this is prolly weak, right?
Clouzot
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.
Copper and estate, or silver and estate, or two coppers, with the cycling, is really not so bad. But you lose good cards for shuffles - this could probably cost 2. But mostly on the weak side isn't so so bad. And I don't know that it's too terrible.
Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards
So, just making this copper gets you that lab-with a copper that seems comparable to lb, and you can get an estate too, so that's not so bad. I don't like the looter aspect, though, at all. But besides that, it's got to be a pretty fair card. Pretty much like it.