103. Market
The average card. It's almost always a little plus, as a peddler with a little bonus, but it's only rarely game-breaking, when you need the buy.
102. Scheme
It's the next best action in your deck, cheaply. However, it doesn't actually double the effect, just make it reliable. And there is potentially opportunity cost. This, plus the fact that you are often getting to 5 pretty regularly by the time you hit it first, stop this from being great. But it's solid.
101. Gardens
There's rushes built around this card, and it can be used in slogs. But it's not premiere in either of those regards, and in a lot of engines, it is either estate or some 2 VP card. Of course, you can fairly often get it to 4 and sometimes more, too, but it's a bit tricky to do that and pick up lots of these. Still, it can be a huge game-changer in the right circumstances, and it's usually at least a potential factor.
100. Smithy
Draw three. There are many variants, but this one is nice, because it only costs 4.
99. Apothecary
This card is interesting in that it's a very fast engine card which nevertheless has poor longevity, quite the opposite of most things. But htere are a number o synergies, or you can just use this as a springboard to other things. Really helped out by +buy.
98. Herald
You need a high action density and there are some potential dangers, but this can really make engines go off in the right situation, essentially turning into a one-empty-pile city.
97. Baron
Really good early on, and also nice in engines without estate trashing. Terminal 4 isn't the best thing ever, but it's pretty good, and the +buy is very nice. You can even use it to gain estates sometimes. Not good with shelters or estate-trashing, though, or any deck where you can't pair it with estate very reliably.
96. Peddler
It's a peddler effect, which is nice, plus it's reasonably often really cheap, plus it has good interactions with Trash For Benefit. Rarely just wins the game on its own though.
95. Spice Merchant
Copper trashing with cycling, or in a pinch a little cash or +buy. Can also get rid of better treasures, but you rarely want to do this (occasionally you need a silver or two to get going and then want rid of them, or you're just in a desperate spot). Good, but not in high quantities, as it can get to be dead.
94. Embargo
I'm convinced that this is a really under-utilized card. The problem is that whatever you are blocking them from, you have spent some time getting this, so you have lost some of your potential advantage. Still, curses really hurt.
93. Jester
A pretty swingy card. Giving curses can be nice. Most generally, I think you'd best prefer stealing good stuff, though. Or copying it. Mainly this is because you are skipping whatever card of theirs you hit, too. So giving them a curse is somewhat mitigated by skipping their estate. And hitting copper, well, it's not nothing, but if that's all you do, it's not such a great pick-up. Usually.
92. Library
Draw to X extraordinaire. Being able to skip actions, you think that's only for BM, but it helps a lot in engines, as you can filter for what you need - more villages or more draw. Also, with enough villages, you can play village-village-terminal-this, and get lots and lots of value. But of course, this doesn't stack so well, generally. Lots of combos though (squire, hamlet, festival, fishing village, etc.)
91. Moat
Yeah, I think moat is good, even in 2 player. I mean, it's not really about the reaction. Not totally, anyway. Drawing two cards isn't so bad. You really can make an engine out of villages and these, if you have enough support (generally strong trashing). Okay, so I mean, it's not the best thing ever, but it only costs 2, which is pretty good value. And then that defense. I mean, attacks are just pretty strong in a lot of cases, and being able to stop a good percentage, even if it's a minority, is just nice. It's a nice engine card.