I made the first half.
One of the cards in the contest is mine.
Cultivate
Types: Action Victory
Cost: $5
+1 Action. Choose one: Trash a Victory card from your hand and gain a Treasure card costing up to $1 more; or trash a Treasure card from your hand and gain a Victory card costing up to $2 more.
This is worth 3 VP if there are at least 4 differently named Victory cards in the trash; otherwise it's worth 1 VP.
I think the action card is too poor (Copper -> Estate -> Silver -> Duchy -> ..., and ?) and the victory part isn't that interesting, because it's only an extra pile of estate/duchy. (well, it may easily become a duchy with a few other trashing)
Cemetery
Types: Victory
Cost: $5
Worth 2 VP plus 1 VP for every 2 differently named Action cards in the trash.
When you gain this, trash a card from your hand other than a Cemetery.
Except when you're forced to gain it (Swindler, but not Jester because it's a victory card), and when there are no other trashers, it may be nice. But I'm not ready to trash a great action to boost it !
Patrol
Types: Action Reaction
Cost: $3
Discard any number of cards. Draw until you have 5 cards in hand.
When you discard a card from your hand other than during a Clean-up phase, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
Clarification: If you discard several cards at once, you can reveal a Patrol separately for each card discarded.
Reaction part is pretty nice, but also pretty strong ! And I already tried the action part with 7 and 6 cards instead of 5 and no reaction and a higher cost, so it's a bit of my idea, too. But I think both together are too strong.
Model Village
Types: Action
Cost: $4
+1 Card. +2 Actions.
When you trash this, you may trash a card from your hand. If you do, gain a card costing up to $2 more than it.
Should be able to trash itself like Mining village, but it may be broken. Too poor, otherwise.
Tribal Man
Types: Action
Cost: $5
Gain a Spoils from the Spoils pile. Reveal cards from your deck until you reveal an Action card. Choose one: Put the card into your hand; or play the Action, trash it, and gain a card costing less than it.
When you trash this, gain an Action card costing at most $5 that is not a Tribal Man.
Disciple
Types: Action
Cost: $4
Look through your discard pile. You may reveal a Treasure from it and put it into your hand. You may trash this and another copy of Disciple from your hand. If you do trash two Disciples, gain a Savior from the Savior pile.
Savior
Types: Action
Cost: 0*
+1 Action. You may put your deck into your discard pile. Look through your discard pile and put a card from it into your hand. You may return this to the Savior pile. If you do, play an Action card from your hand three times. (This is not in the Supply.)
Disciple seems boring (platinum, gold, or copper ?), but Savior may be okay. Pretty fine.
Renovate
Type: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.
I agree, it may empty Fortress pile ! Not for me, sorry !
Brick
Types: Treasure
Cost: $5
Worth $1. When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.
When you trash this, gain a Copper, putting it into your hand.
Clarification: Under normal circumstances, you will be able to trash the Brick you just played.
Upgrading treasures ? I dislike the idea. Treasures should give you $s and gain things only, but the treasure part is fine. I hate the on-trash part, though.
Bricklayer
Types: Action
Cost: $4
Trash any number of differently named cards from your hand. +1 Card per card trashed.
Deathmonger
Types: Action Reaction
Cost: $3
Trash the top card of your deck. You may trash the top card of your deck.
When any player (including you) trashes cards, you may reveal this from your hand. If you do, that player puts the trashed cards into his hand.
Action part is a bad idea because you need a spy, or something to check. And if you want to save them you need... another Deathmonger ! And reaction part steals cards (Swindler/Saboteur/bridges+knight on a province/platinum/colony, here you go !)
Carpenter
Types: Action
Cost: $5
Trash a card from your hand and gain a cheaper card, putting it into your hand. +$ equal to the cost in coins of the gained card.
When you trash this during your Action phase, +1 Action.
Looks like haggler if you trash an expensive card (gain a cheaper card and buy back what you trashed), maybe a bit more boring if you have other money and no +buy.
I dislike the "when you trash this during your Action phase" ideas, but they don't seem to harm many people, and it's not worse than other ideas. I don't know, in fact.
Necromancy
Types: Action Attack
Cost: $5
Choose one: Gain an Action or Treasure card from the trash, putting it into your hand. Play it immediately. At the end of the turn, trash that card; or each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.
When you gain this, you may trash a card costing up to $6 from the Supply if there is not a copy of it in the trash.
Too many words !
Only the action card should be played immediately, but the action part is fine, just another Knight-like.
I dislike the on-gain part, though.
Ravage
Types: Action Attack Looter
Cost: $5
You may discard a card. If you do, +1 Action. Each other player with 3 or more cards in hand reveals his hand and discards the card with the highest cost in coins (you choose in a tie). If he discarded a Victory card, he gains a Ruins, putting it into his hand.
I dislike the idea of forcing to reveal hands, sorry.
Junkyard (A)
Types: Action Looter
Cost: $5
+1 Action. You may gain a Ruins, putting it into your hand. Discard any number of cards. +1 Card per card discarded. +1 Card per Action card discarded. You may trash this.
When you trash this, +2 Cards.
EDIT: Added "+1 Card per Action card discarded" to Junkyard (A).
The "you may gain a ruins option" is pretty controversed, but I like the idea of action cards giving you 2 cards instead of just 1. Okay.
Mortuary
Types: Action
Cost: $5
+1 Action. Look through your discard pile. You may trash a card from your discard pile or hand.
While this is in play, when you trash a card costing $2 or more, +1 Card.
Simple, and nice. Another terminal trasher, that allows you to trash from discard this time. I like this.
Pact
Type: Treasure
Cost: $2
Worth $0. When you play this, trash it. For each Pact in the trash, gain a Spoils from the Spoils pile, putting it into your hand.
When you buy a Pact, each player gains a copy of it (you get 2 copies total).
Should be 20 of 'em in the supply, otherwise it would deplete. And of course, you should fix the on-gain part. I don't like the ideas of Spoils for $2, though.
Ferret
Types: Action
Cost: $4
You may trash this. If you do, +$ equal to the cost in coins of an Action card in the trash that you choose.
While this is in play, when you buy a card, gain a Ferret from the Supply or trash.
So mostly a one-shot $4 ? Hmmm... I dislike this.
Incendiarist
Types: Action Attack Looter
Cost: $5
You may trash a card from your hand. If it is an
Action card, each other player gains a Ruins; Treasure card, gain a Spoils from the Spoils pile; Victory card, each other player gains a Curse.
Ambassador-like. It is fine.
Priestcraft
Types: Action Attack
Cost: $5
+$2. Choose one: Trash a card from your hand; or choose a card in the trash and each other player gains a copy of that card, putting it on top of his deck.
May ruin a turn if stacked !
Miser
Types: Action
Cost: $4
Choose two: +$2; gain a Spoils from the Spoils pile; gain a Silver. (The choices must be different.)
I think I will always choose +$2/Spoils ! I like it, though.
Charter (A)
Types: Action
Cost: $4
+1 Card. +1 Action. Trash the top card of your deck. You may gain a card from the trash.
When you trash this, +2 Cards.
Another "trash top card from your deck". Sometimes you hit your province and you have to catch hit back, so it's a discard, sometimes it's the same with your Grand Market or something useful you wouldn't like to discard, sometimes it's a cultist so jackpot, or a copper that you may convert into a province... it's still too swingy, sorry !
Robber Baron
Types: Action Attack Looter
Cost: $4
You may discard a Ruins. If you do, +$3 and each other player discards down to 3 cards in hand. Otherwise, gain a Ruins.
When you gain this, gain 2 Ruins.
Well chosen name ! But it's a bit poorer than Militia, because as some people said, you need another card just to gain $1 more than militia.
Sacrifice
Types: Action
Cost: $5
Trash a card from your hand. If you do, +$2 and gain a Spoils from the Spoils pile.
Convert the cards into Spoils and gain immediate benefit. Looks a bit like Merchant Ship. I like this, but does it fit well with the thema of poverty in Dark Ages ? Let's say yes, as it looks much like Altar.
King of the Slums
Types: Action Looter
Cost: $5
Look at the top 3 cards of the Ruins pile. Gain any number of them, putting them into your hand. Put the rest back in any order. Choose up to 3 Ruins from your hand. Play the first one three times, the second one twice, and the third one once.
Giving yourself ruins is already bad, but at $5 it's ... wow !