RE: Church Bell
It seems pretty strong, yes. It's not ridiculous at 5, but it is probably worth 6. It trashes conveniently, and then brings the best card of the three into your hand.
In one game, it amassed 5 Provinces and 1 Dutchy in just 15 turns. That's not staggering, but it is pretty effective.
It trashes, it tutors and it mills, all in one terminal action. The key problem with it, is how far ahead it puts a player if they get a 5-2 split. This is really the reason I leaning towards making it 6. It's probably a pretty weak 6, and a very strong 5.
Here's a rough-idea of what it does:
--- ChaosRed's turn 1 ---
ChaosRed plays 5 Coppers.
ChaosRed buys a Church Bell
(ChaosRed draws: 3 Estates and 2 Coppers.)
[DECK: 7 Copper, 3 Estates, Church Bell]
--- ChaosRed's turn 2 ---
ChaosRed plays 2 Coppers.
ChaosRed buys nothing
(ChaosRed draws: Church Bell, 3 Copper, 1 Estate)
[DECK: 7 Copper, 3 Estates, Church Bell]
--- ChaosRed's turn 3 ---
ChaosRed plays Church Bell, trashing 1 Estate and a 2 Copper.
ChaosRed buys a Silver
(ChaosRed draws: 2 Copper, 2 Estates, Church Bell)
[DECK: 1 Silver, 5 Copper, 2 Estates, Church Bell]
--- ChaosRed's turn 4 ---
ChaosRed plays Church Bell, trashing 2 Copper, and drawing a Silver into his hand
ChaosRed buys a Silver
(ChaosRed draws: 1 Silver, 2 Copper, 1 Estate)
[DECK: 2 Silver, 3 Copper, 2 Estates, Church Bell]
--- ChaosRed's turn 5 ---
ChaosRed plays 1 Silver, 1 Copper
ChaosRed buys a Silver
(ChaosRed draws: 2 Silver, 1 Copper, 1 Estate, Church Bell)
[DECK: 3 Silver, 3 Copper, 2 Estates, Church Bell]
--- ChaosRed's turn 6 ---
ChaosRed plays Church Bell, trashing two Copper and estate
ChaosRed buys nothing
(ChaosRed draws: 3 Silver, 1 Estate, Church Bell)
[DECK: 3 Silver, 1 Copper, 1 Estate, Church Bell]
--- ChaosRed's turn 7 ---
ChaosRed plays Church Bell, trashing an Estate
ChaosRed plays 3 Silver
ChaosRed buys Gold
(ChaosRed draws: 1 Gold, 2 Silver, 1 Copper, Church Bell)
[DECK: 1 Gold, 3 Silver, 1 Copper, Church Bell]
--- ChaosRed's turn 8 ---
ChaosRed plays Church Bell, puts a Silver into his hand
ChaosRed plays 1 Gold, 2 Silver
ChaosRed buys Gold
(ChaosRed draws: 2 Gold, 2 Silver, Church Bell)
[DECK: 2 Gold, 3 Silver, 1 Copper, Church Bell]
--- ChaosRed's turn 9 ---
ChaosRed plays Church Bell, trashing a Copper, puts a Silver in his hand
ChaosRed plays 2 Gold, 3 Silver
ChaosRed buys Province
(ChaosRed draws: 2 Gold, 2 Silver, Province)
[DECK: 1 Province, 2 Gold, 3 Silver, Church Bell]
--- ChaosRed's turn 10 ---
ChaosRed plays 2 Gold, 2 Silver
ChaosRed buys Province
(ChaosRed draws: 3 Silver, Province, Church Bell)
[DECK: 2 Province, 2 Gold, 3 Silver, Church Bell]
--- ChaosRed's turn 11 ---
ChaosRed plays Church Bell puts a Gold into his hand
ChaosRed buys Province
(ChaosRed draws: 3 Province, Silver, Gold)
[DECK: 3 Province, 2 Gold, 3 Silver, Church Bell]
--- ChaosRed's turn 12 ---
ChaosRed plays nothing
ChaosRed buys nothing
(ChaosRed draws: 1 Gold, 3 Silver, 1 Church Bell)
[DECK: 3 Province, 2 Gold, 3 Silver, Church Bell]
--- ChaosRed's turn 13 ---
ChaosRed plays Church Bell put a Province into his hand
ChaosRed plays 2 Gold, 1 Silver
ChaosRed buys a Province
(ChaosRed draws: 2 Gold, 2 Province, 1 Church Bell)
[DECK: 4 Province, 2 Gold, 3 Silver, Church Bell]
--- ChaosRed's turn 14 ---
ChaosRed plays Church Bell puts a Silver into his hand
ChaosRed plays 2 Gold, 1 Silver
ChaosRed buys a Province
(ChaosRed draws: 1 Silver, 3 Provinces, 1 Church Bell)
[DECK: 5 Province, 2 Gold, 3 Silver, Church Bell]
Curse attacks help slow it down, but only a little.
Turn 15 would likely yield nothing (a buy of 4 or 5 likely, which isn't useful, unless you want to green more with a Dutchy), but Turn 16 is probably another Province or another Gold. It slows down as it greens obviously, but gets to 5 Provinces so fast, it often does not matter. It's often won the game by the 14th or 15th turn.
What do you think, am I right in thinking maybe it needs to have a cost adjustment, or is this acceptable?