Hope it's not too late for some more card reviews!
Hitchcock
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.
Interesting to self-Copper. But, man, wouldn't this just be too strong with Gardens / most alt-VP strategies? Also, somewhat too similar to Almoner.
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.
Most of the time, I'd prefer Farming Village to this for the +2 Actions over getting all the junk in my hand. I'd say this also compares somewhat to Scout, though the Victory and Curse cards must be contiguous and you also get one non-Victory-non-Curse card. The Duchy portion definitely helps even it out. Maybe a little FBI going on here? At first I didn't like this card, but the more I look the more I like!
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 think this is probably too good in the early game. The penalty of discarding one card per Ford played isn't much of a penalty.
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.
Straight Peddler with no trashing, and a Lab variant otherwise. You need to have at least 7 cards in the trash to make this worthwhile. I'd say generally not interesting enough. It also has multiplayer balance issues, where many more cards can be trashed in 4 player than 2 player.
Welles
$5 - Action
+1 Action
Choose one of the following:
+1 Card, +$1.
+2 Cards, +1 Buy.
+3 Cards, gain a Copper.
Whoa there. Better than many cards, including Lab and probably Stables. Too strong.
Renoir
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.
I don't think the trash has an ordering.
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.
Almost definitely better than Lab, and it costs $4! You'll almost always have a Copper or Estate (or Curse) to discard, and when will your opponents take that? The small percent of the time that this helps your opponents isn't enough to give you a sifting Lab for $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.
I like this card a lot better at $6. Or only revealing 4 cards. Even with those changes, an engine of these sure could bog down the game with AP.
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.
Not a fan of only-bought cards. This card seems a lot like Madman, which
Donald X. says was tried as a kingdom card at $5 but was just too strong to be bought. This seems to often be weaker than Madman, but when it's not, it's overpowered. FBI here.
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.)
This may be slightly weaker than Lab, but probably not in a "it's horrible" way. Lab is good. This would probably be mid-range $5, maybe in the lower half. But, they can't all be top 10, right? It needs a few wording tweaks ("Put up to 2 cards in your hand that do not share a type." would suffice). Otherwise, looks fine.
Nolan
$4 - Action
+1 Action
Discard a card costing $0 from your hand. If you do, +3 Cards.
Almost strictly better than Stables (though Stables can discard other Treasures besides Copper). Plus, this should cost $5 if anything. The ability to discard Ruins and Curses probably more than makes up for not being able to discard other Treasures.
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.
This is almost certainly too strong for $3. If your opponent reveals a very weak card, you will probably get to cantrip trash one. If they reveal a medium card (i.e. Silver), you will either get one or put one in your hand. If they reveal a strong card knowing you don't have one, you'll get a copy. Basically, a Lab for medium-strong cards or a cantrip trasher for weak cards. I'd say too strong.
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.
Doesn't seem very exciting drawing crap and skipping your good cards. I'd much rather this to draw 2 cards costing at least 3 (or 4?). (Hmmm, that's a good idea I'll have to write down).
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.
I see nothing glaringly wrong here. Every other time it gives you 3 cards, and the other times 1 card. I don't know why it should be limited to Actions and Treasures. It could also use some rewording. But, overall fine.
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.
This seems pretty weak. You can always name a card not in the person's deck and they just get one card of their choice from their deck. Or, name Copper and they get a likely weak Lab, if they're lucky. Maybe it's ok.
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.
As far as I can tell, this seems pretty balanced. It can Lab a lucky Copper, and can Cellar Coppers. Plus, if the top card isn't a Copper, you can see what it is and whether it's worth trading a Copper for. I like it, even though it may be on the strong side of $4.
Chabrol
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.
Seems extremely swingy. You hit it, and it's crazy-good. Otherwise, it's lamezor.
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.
This may be too strong. Or it may be fine. You get to Lab 2 cards of an opponent's choice, but say they pick strong cards - then you get them next turn. Maybe this should cost $5? Maybe it's ok?
Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.
I have to say I like this. I see nothing wrong with the odd concept. It's like Menagerie - when you can make it work, it's golden, otherwise, it's meh. I would suggest bumping the price to $4, since it seems a little easier to activate than similar ideas (Menagerie, Wishing Well).
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.
Obviously just an improved Scout. This is probably balanced, and probably more buyable than Scout. Still, even if you can chain a few of these, it's not that great. Plus, I feel like someone is just trying to get in on Scout's recent notoriety to get a few votes.
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.
I feel this is either too strong or too FBI. The bottom of your deck thing is sort of weird, and definitely needs to be rephrased - as is, at the end of your clean-up phase this is somewhere in your discard pile and you've already drawn 5 cards. Better is "when discarded from play" I think.
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.
This seems to be very weak. Often, your opponent will reveal a Copper or an Estate, making the extra card you get a Copper at best. And when you reveal a more costly card, you have to discard it, meaning you'll skip good cards. I think flipped it might make a good $3 card - if your card costs more, you get to keep it, and otherwise discard it. Man, that might even be worth $4!
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.
Even though this nets you 4 cards, it is super-duper weak. Like, practically weaker than Scout in almost any case.
Murnau
$5 - Action
+4 Cards
+1 Action
Discard a card per [This Card] in play (including this one).
Haha, I almost submitted a card exactly like this except it cost $4 and only had +3 Cards, otherwise identical. First a double lab, then a lab, then a cantrip... though each one sifts out bad cards. This has a bit of the problem of one or two being too strong for the cost. So, I'd say my less-powerful version may be a bit more balanced, but at the same time I like the idea!
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.
This basically is only worthwhile in games with Cursers or Looters. In other games it will never be bought, and it may not even be worth it with them. Additionally, I wouldn't cosider it to fit the rules of this contest, since the main purpose isn't to increase handsize. (Not that I'm complaining about rinkworks' judging abilities, just saying for me its not worth voting for to fill this role).
Coppola
$4 - Action
+3 Cards
+1 Action
Discard 3 cards or a Silver.
As with the previous card, I would consider this to primarily be a handsize increaser. It's a Warehouse that you can discard a Silver to to make it a Lab. Somewhat interesting and on the weak side of balanced, but I don't really think it works for this contest.
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.
My OCD is so turned off by all the non-official wordings on this card it makes it hard to look past them. +Action comes before +Buy. There is no draw phase (you draw 5 during your clean-up phase). The author probably doesn't realize that as-worded, the drawing 7 happens in next-turn's clean-up phase. Plus, when would the trashing happen?
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).
This is both weak and a little weird. I'll give it points for creativity about all players having a vote in what happens, but beyond that it is super weak. The opponent gets same treatment besides an extra +$1 in the first case. And no matter what happens, this card doesn't help you or hurt others very much.
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.
This seems really weak. You'd want to have Coppers that you can get a big draw, but this trashes your Coppers so that you won't have as many.
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.
I sort of like the card, but this doesn't seem to line up with the contest rules of not gaining to hand. Plus, the main intent of this card isn't to increase handsize, but to gain cards. Pass.
Cukor
$4 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand. If you do, +1 Card.
Too much like Almoner.
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.)
Even for a sometimes-one-shot, this seems too strong. Way too easy to build these up for a megaturn.
DeMille
$6 - Action
+3 Cards
+1 Action
Discard a card.
--
While this is in play, you can't buy any Treasure.
The price is probably right for the top half of the card. I don't really understand the no-buy-Treasure clause. Otherwise, looks fine.
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 first option is a weak lab, since it offers filtering for your opponents. The second option is super-strong for you (draw 4, discard 1) and pretty strong for opponents. I'm guessing the no-attacking-opponents clause is to prevent Eisenstein-Militia shenanigans, but is a weird thing to do. Overall, I'm not a huge fan of cards that are super-strong for you offset by being super-strong for opponents. I might like this better if it were just a $4 Lab that sifts for your opponents.
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.
The good-ol' self-attack for major benefits. I can see why Copper is the best (since it will probably be the more viable option, and the others won't happen very often). I guess this is probably ok, though the gain Copper+Estate for a double Lab is really strong in endgames.
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.
Too strong probably. Especially in a trashed-down no-Treasure engine, this is redonkidonk strong.
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.
I think I like it. It sets up next turns well, though WW has a good point that if this causes a reshuffle, the effects are negligible. I might price this at $4, where it would be a cross between a good Scout and a bad Cartographer.
Lubitsch
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.
Super-duper weak. It does absolutely nothing if it doesn't activate, which is really bad on 95% of boards.
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, with the only drawback being you can't buy another with this in play. At first glance, this is probably too strong. The attack is pretty weak, and doesn't stack, but maybe it would be better if opponents just discarded 1 card that wasn't necessarily treasure. Or, you could just remove the +Buy or Attack parts altogether, leaving it barely better than Lab but with bottom part still attached. Neat idea but probably too strong.
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.
Comparing to Stables, the self-help part is better but the opponent-help part is even stronger. I think this will make it weaker than Stables in most situations, but too strong in others.
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.
I think this is probably too strong at $3. Being able to buy and then play multiple of these in a turn benefits you more than your opponents.
Powell
$6 - Action
Look at the top 2 cards of your deck. Discard them or put them back.
+2 Cards
+1 Action
I like it! Pre-filtered Lab. Maybe on the weaker side of $6, but they can't all be Goons, right?
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've never been a fan of -1 Buy. It just doesn't make that much sense. Can you trade in the Buy you always get in a turn?
Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.
The opponent filtering is pretty strong. Games with this would be super-quick, somewhat like with Governor. That said, this is probably balanced, and maybe underbalanced, maybe to the extent of being a really weak $4.
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.
This is super-weak unless you can combine it with some sifters. It doesn't stack, and you have to have at least one non-Copper Treasure in your deck that doesn't come in the same hand to make it work. This could probably cost $2.
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.
I'm never fond of cards that skip your best cards. Maybe it's ok for Envoy, since you don't want Actions there anyway, but this card will skip all your favorite Actions you want to play with the +1 Action it gives you.
Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards
This will usually be a Lab + Copper, or + Ruins if you like the top Ruins. It's probably balanced. It is unclear if you can not gain anything if the Estate pile is empty. With a ruling on that (I'd suggest forcing a gain of something if you can), this card is probably acceptable.