Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.
If you have a Potion in play, this costs P less.
Too crazy with high-ticket Actions like Possession and King's Court.
It's for each Potion in its cost, not each coin. Discarding KC just gives you +2 cards, and discarding Possession would only gain one action.
Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.
When you buy this, +2 Buys.
I don't know how I feel about a card you could play till infinity. Well, I mean, it's pretty hilarious, I'll give it that. I guess my initial disposition is positive.
I don't think this plays to infinity:
Play Drunkard. Discard 4 cards, draw 4 cards. Discard a Potion/Action and you only have 3 cards left. Discard 3 cards, draw 3 cards. Discard another card and you would only have 2 cards left. You'd run out of cards after two more iterations.
Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.
A few things on this card.
1) Transmute is not bad because of the effect, it's bad because of the cost. P as a cost is awkward to buy.
2) Your effect is weak. Weaker than Transmute I think. I can get +P if I trash a treasure (Copper), which is only good if there are other Potion cards, or it can trash a Potion for +$3, but it needs to be paired up and then why did I take this huge detour when Smithy-BM has already won the game. I won't be buying Potions just to feed the Metallurgist.
3) I like the name though.
Ehh, Transmute wouldn't be any better with a higher cost. It's just that the effect isn't good enough to warrant a Potion cost at all. It's pretty rare you would buy a Potion just for Transmute, even less so if it cost $2P or $3P.
Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.
Hmmmm. It's interesting that's for sure, but I can't decide if it's worth it. Certainly not as my main village. It'll be a Necropolis until I have a junky hand, and even then I need to have played a bunch of cards first to pick anything up, so it's not good until I've probably drawn lots of cards. I can see it being good in a cantrip engine, or with Caravan, but those decks are rare enough.
Why do you need a junky hand? All you need is to have played a card or two.
Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.
Yuck. I don't like the PP cost (Which is crazy annoying and expensive to get), I don't like the weird "everyone ambassador's everyone" else (probably just resulting in everyone gaining each others trash/ending up with more junk than when they started with more than 2 players) and I really don't like that win condition. Plus it doesn't even make sense. I need that card in my deck to be able to get the efect, but then I have a card in my hand, so I don't win (also should then be a Victory card). So I assume it should say "aside from this." Even then you would need a self trasher that also trashes other cards (Death Cart...uh...Island. That's it right?) to get down to 1 card, because everyone else will just pass you a card from your Distill to make sure you never get down to just 1 card. Oh yeah, and once you're at that point you'll never win because you'll be so far behind everyone else. I don't care if I pass KC to you. You have nothing to use it on aside from Distill.
Bold mine. It doesn't count cards in play, so it is theoretically possible to win with this card. It is practically impossible though, because you give your opponents a chance to give you a card just by playing it.
It doesn't need to be a Victory card because it doesn't give any Victory points. It's just an alternate win condition.
Oh, a thought on this card that I don't think I mentioned in my own big review -- this probably can't ever clean your deck down. With Ambassador tennis, you are typically returning 2 cards on your turn and getting 1 card back when your opponent attacks. In the long run, your deck slims down. But with Distill, the tennis is built right into the card and it's only one card at a time. So you get rid of one junk card from your deck, but your opponent immediately sends a junk card right back to you. If you choose to return, then you even give your opponent more junk cards to send to you -- the tennis would never end. Your only option then is to choose the trash option, in which case you don't send any junk to your opponents. Thus you help everyone else trim down while you stay at status quo. It's only after their decks are completely trim that you get to start trimming down your own deck. And that's just in 2p... in 3p or more, your deck actually gets bigger whenever you play this.
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).
I don't like this that much. This particular attack card concept has been discussed before, and most agree that it's a bad idea. Making others discard actions just discourages players from buying any action cards in the first place, thus pushing a BM game.
So, it's interesting. This is countered by BM-nothing, of course; but BM-nothing is really weak in general, obviously. Which means if you play BM-nothing for fear I'll use Voodoo Doll, then I can play a pretty weak engine and still win. So there's a rock-paper-scissors thing going on here which makes this more interesting than it sounds.
And note that Voodoo Doll is also well-countered by a dense, Action-heavy engine. If my hand is four Scrying Pools and a Pearl Diver, your Voodoo Doll isn't pulling its weight either.
Yeah, my feeling is that Voodoo Doll just doesn't really work in general. Depends on how strong the attack actually is... if it's strong enough, maybe the Potion cost does make it an interesting RPS situation. I discussed a bit about how I think the cost comes into play. Not sure though.