I guess I'll give my initial reactions.
Candlestick Maker
Types: Action
Cost: $2
+1 Action. +1 Buy. Take a Coin token.
From all the Coin token cards shown, I'm guessing Coin tokens must be pretty darn powerful. This is a Copper with an extra Buy, but you can save the coin for later. I was hoping Journeyman would be the least interesting card in the set. They can't all be the most interesting card ever, I guess.
Stonemason
Types: Action
Cost: $2+
Trash a card from your hand. Gain 2 cards each costing less than it.
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
The on-play effect looks terribly weak. Compare it to Develop. You get worse cards and they don't get topdecked. I'm guessing it'll be most useful for turning a Gold into 2 Duchies or some other expensive cards into 2 copies of Silk Road, Gardens, etc. Turning a Familiar into two Vineyards could be cool.
The on-buy effect seems very powerful. If you get one early, hopefully those new awesome Actions will offset having the Stonemason in your deck.
Masterpiece
Types: Treasure
Cost: $3+
Worth $1.
When you buy this, you may overpay for it. If you do, gain a Silver per $1 you overpaid.
I was wondering if we'd get a card that gained Silvers based on how much you overpaid. Turns out we did. It's a shame it's just a Copper after the buy, but I like the overpay effect.
Advisor
Types: Action
Cost: $4
+1 Action. Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
Probably stronger once you get rid of your initial Estates. Seems weak in general, but I'm probably underestimating it.
Plaza
Types: Action
Cost: $4
+1 Card. +2 Actions. You may discard a Treasure card. If you do, take a Coin token.
A village that turns Coppers into Coin tokens. As I said, Coin tokens must be awesome for this ability to be worthwhile.
Taxman
Types: Action – Attack
Cost: $4
You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to $3 more than the trashed card, putting it on top of your deck.
Hmm, unlike Mine, I think I'd rather trash Copper most of the time. Any other Treasure makes the attack much less likely to hit, I would think. Cool card.
Merchant Guild
Types: Action
Cost: $5
+1 Buy. +$1.
While this is in play, when you buy a card, take a Coin token.
The return of Seaside! Terrible this turn for a big bonus on future turns. I like it.
Soothsayer
Types: Action – Attack
Cost: $5
Gain a Gold. Each other player gains a Curse. Each player who did draws a card.
I remember Donald talking about an Alchemy card that was [Gain a Gold; each other player gains a Curse]. He said it was either great or terrible depending on how quickly you got it. I guess the card drawing offsets that somehow?
Am I misremembering, or is this the first "Gain a Gold" card that you don't have to jump through hoops for? Bag of Gold has you jumping through hoops to get it, and all the others I can think of (Treasure Map, Tunnel, Market Square) have you jumping through hoops to use them. Strange to finally have a card that just straight-up gains a Gold, especially after the Curses run out.