114. Wishing Well
Though rarely a game-breaker, this card is most often useful. My favorite is to get one early. On turn 4, if you are tracking your deck, it always hits. As it gets toward middle and late game, though, it almost invariably gets to having pretty low chances of success.
113. Advisor
Obviously this card needs some help. Basically you want some kind of sifter and/or cantrips and/or engines. But in an established engine, it can be virtually a lab. Of course, it can actually be very harmful to your deck as well, particularly if there are one or two key cards you want to play, as this can just make them miss the reshuffle.
112. University
This card is very slow, and the village effect of necropolis is really quite weak. Very often it's a trap card. But when it is powerful, it can be *extremely* powerful. Few cards just let you gain 5s.
111. Quarry
Needs +buy to do most anything (oh sure, it can help you get to the more expensive actions, but silver does almost as well for this), but there are numerous situations with +buy where this really helps you get double $5-action, or pick up lots of cheaper actions basically free, and there it is most useful. Also leads to 3-pile ending control in a lot of cases where buys are plentiful.
110. Village
Yup.
109. Hunting Grounds
I am not sure whether the on-trash is more of a benefit or a hindrance overall. Anyway, 4 cards is quite nice, but $6 is a bit steep.
108. Forge
This card is generally pretty bad - by the time you can get it, it's often not too useful anymore. But there are situations where it can be tremendous, as your engine is just coming together, or with some way for a single huge draw turn, or in actually using it for its benefit t the right moment, or when you luckily spike one early on.
107. Venture
As others have pointed out, this is basically a peddler variant. Well, it tends to run somewhere between silver and gold, though exceeding gold isn't so rare.
106. Oasis
Another pretty high skill card. It's like a cross between silver and warehouse. If both of those were on the board, you would usually want one or the other more. But not always. And those are both pretty good cards, so the in-between is quite reasonable as well, if never game-breaking.
105. Council Room
A real star with handsize-decreasers in engines, but not terrible in general. Giving your opponent a free lab is pretty big, but the main effect is essentially a little better than wharf and, alert, that's pretty good.
104. City
Another card which can be pretty bad, but can also be pretty powerful. The thing is, the one-pile-empty version of these is often better than lab, but not all that much so - you tend to not need so many actions if not for draw cards. Still, it can just make an engine by itself. You just have to make sure the pay-off at the end is good enough and you will have enough time to make things worth it, because cities are a slow plan as well.