I love the knowledge and feedback of the locals of this board. I have two regular game groups that I play Dominion with and finding the random card generator(s) here has been fun. After mentioning it at my last game, a friend of mine with the 1st editions asked if I could try to come up with versions of the cut cards that might be more interesting to play. This is my attempt. My goals were to maintain theme and keep the card close to what I think Donald X was going for based on his comments on the card. I've used knew mechanics from other expansions to try to help without being overly complicated. Feedback is much appreciated before I start printing test copies.
Edit: Now includes all the cards posted. Moved the commentary to the post below.
Most updated card versions in this post.
Alternate Base
Alternate Intrigue
Took a look at the alternate versions of the outtakes. I like the ideas, although some seem rather wordy and also rather distinct from their original counterpart. Anyway:
Chancelor: I think you need to find a different upgrade, cause the whole "make sure you draw one particular card" thing is already done by Scavanger. I really fail to see how these cards are different barring edge cases.
Woodcutter: Kinda novel way to make Woodcutter do a little bit more. I like it. I would make the +1 Card optional though (say something like: you may reveal a Victory card for +1 Card)
Feast: Very wordy, and I fail to see why the first paragraph couldn't be just left out. Hard to see whether it's balanced, and whether the whole "let other people trash for cheaper" is necessary to balance this out. (I mean, Remodel's mos classical utility, Gold->Province is scrapped already)
Spy: Sounds OP. It removes the 2 best cards from a 6 card hand. Look at Pillage, which costs $5, only discards one card, and trashes itself, and you see that this is kinda off.
Thief: Sounds quite convoluted. It is an improvement over original thief, but it still has the fundamental issue of trashing other player's Coppers.
Adventurer: The last part is luck based and also unnecessary when this card is meant to be a Smithy+. For the rest, sounds fine.
Secret Chamber: Looks cool, although I'm not a huge fan of $4 costs being upgrades of $3 costs. I mean, the other $3 costs getting $4 costing upgrades are Village, which is a base card teaching about Dominion fundamentals, and Woodcutter/Chancelor, which are weak.
Great Hall: Sounds very weak, honestly.
Coppersmith: Terminal +1 Card. Yuk. Making it last two turns should be a decent improvement, so try it first without that bonus.
Scout: I'm afraid it is still weak. In some aspects, it is probably even worse than regular Scouts, as it lacks the synergies with Crossroads and dual-type cards. And it still packs the unfortunate property of being a Ruined Village mid-game.
Saboteur: Dislike the Ruins part. It looks fine otherwise, though I doubt that this is a recipe for fun.