62. Bridge
This can, of course, be bananas. Or it can just be a nice way of getting a couple things a little cheaper. It can't be higher, though, because of how often it's woodcutter.
61. Apprentice
A solid card in most decks, clearing out estates quite profitably or using up the last bit of fuel to end the game. A get-when-ahead card often, so that holds it back, though it does also combo well with gainers of expensive things (mint, BV, University come to mind).
60. Caravan
Virtually always a solid card, spectacular pretty rarely, that it misses reshuffles so much stops it from being insane.
59. Masterpiece
This card is just really strong for basically any kind of BM and most slogs. It's just a better card to get than gold, and great on 7 for BM decks - importantly, it lets you get more terminals.
58. Duke
This is a card which would be worth so much less in multiplayer. But it's very very often an important card for 2-player (well, more it makes duchy super important, but Duke gets the credit), defeated rarely in the absence of a good mega-turn or sometimes other alt VP.
57. Militia
Discard attacks really hurt, and basically any kind of deck.
56. Embassy
A premier BM card. Like vault, it's not the greatest thing in engines, because it has the overall handsize-increasing power of a moat for $5, but it's better for colony games and the overall better in engines (particularly in engine mirrors, the drawback here is not as bad as vault's), so it gets the slight edge in my book.
55. Menagerie
A premium engine card on a lot of boards - really, you don't need all that much for this to activate enough to be worth it.
54. Swindler
Such a nasty card, though of course oft-hated for swinginess. Hitting their estates is actually helpful for them. Turning copper into curse is amazing. Can lead to lots of three-pile endings, and it's a pretty hard card to ignore.
53. Stonemason
This may be the hardest card to rank. The play effect is probably down around Secret Chamber - often slightly useful but not worth a terminal, occasionally quite good. But the overpay is pretty tremendous. You would think it would best for 7 (i.e. overpaying by 5), and it does seem pretty good there, but the real power is... on 4, I think. The big point about this card is that it enables crazy 3-pile endings, almost from out of nowhere sometimes. And both effects work together on that.
52. Fool’s Gold
Another premier big money card - if you only buy these and provinces, uncontested you will get to 4 provinces in about 14-15 turns (a pretty simple mathematical exercise). Here it lacks a bit of longevity, though on the other hand basically any +buy or gainer, trasher (remember it's a non-mirror) or drawer helps it out, so this is mostly a concern for slogs. Alternatively, I think it's even better for engines a lot of times - 3 of these are very cheap golds, 4 are even better. The problem there is that you are a bit inhibited from hitting 5 early on.
51. Familiar
Yeah, not the highest potion-cost. I mean, it's a curser, that's good. But you miss it sometimes and are dead, and you can just get outraced or dealt with by trashers. Okay, it's still a cantrip curser, that's going to be very strong.
50. Altar
Trashing a card with this seems pretty meh to me (especially by the time you can get this), but gaining 5s is quite nice. Even going for lots of duchies late has some definite points.
49. Scrying Pool
This card just lets you draw your deck so very much. And a nice little attack to boot.
It may be a couple weeks before I get the next part up. So much life happening soon.