The Next Bit of Cards (which is not meant to be construed as a tier!)
184. Tribute
Tribute is weird. It has the potential to be the best card for its price. Well, generally cards is the best bonus to get - 4 cards is really good, 2 cards 2 actions is really good, 2 cards 2 coins is really good, yeah. 4 coins is reasonably good, but see harvest - not all that great actually. Actions/coins is worse than festival, and actions/actions is generally really bad. But one big issue is that you really can't rely on it. Another subtle point is what it skips from your opponent - the better the cards of theirs you skip, the worse the benefit for you. But the unreliability is a big point against it, and the no-extra-benefit-from-a-duplicate is even bigger. It also gets nothing from curses or hovels. But it is really nice against dual-types. Flipping over a nobles and harem every time make this insanely broken, but the problem is, the biggest effect of this is usually to make you less likely to buy those cards.
183. Chancellor
Yes, we finally see it. Why is it so high, you ask? Well, it's obviously great with stash, but one combo doesn't make a card very good. The bigger thing is that it cycles you through to your cards faster. Well, this is no game-breaker, and often there's an opportunity cost of 'I can't play other terminals'. But it's a pretty good inclusion when that's not an issue, particularly with a lot of the potion-costers. Okay, well, it's still bad of course, but it provides a little plus pretty often.
182. Contraband
Yeah. This card isn't SO bad when building an engine where you want lots of different things - the ability to block you from one thing isn't so bad. But the problem is that there is either one key card you need fairly often, or more important, it is eventually dead as you want to buy provinces. Well, and gold-with-a-buy isn't actually *that* good, as it turns out. It can be quite nice with Trash for Benefit Later on, so watch out for that.
181. Haven
You will be up in arms about this one, and maybe it is a bias, but I don't really find this card doing much for me. It can smooth out terminal collision or money sometimes, but often I find it shipping bad cards from hand to hand, which isn't useless but is hardly better than pearl diver. Yeah, sometimes it can set up a big mega-turn, but I don't find this happening very often. And saving things because you have too much money now - well, probably this is a win-more thing, and either I should have gotten more stuff, or some plus buy, or something I'd prefer to use now. Well, it can help you here and there, but it almost never has a big impact, I find. And getting lots of these is the worst - do I haven my haven, or something else and then see what the new one draws?
180. Poor House
Yes, there are decks where this guy shines, as a very cheap terminal gold or $4. But with the support needed to get there, it's generally no longer that much of a benefit to cost 1. This also has the problem of messing up some upgrade-type effects, and yeah, it usually is, I thin, because it's terminal and even though they will produce 4 soon enough, I will have too many. Actually, this thing often produces money for me no better than Secret Chamber would, though obviously it potentially stacks better. And well, just producing a good chunk of money turns out to be an ability that I don't think is all that great.
179. Moneylender
A slight trasher which doesn't hurt your economy early on is not bad for an engine. But it tends to be a 'my engine is a little bit better' card rather than a 'I can engine now card', and it can annoyingly end up dead. By no means is it terrible, but it's basically never great.
178. Feodum
Tremendous combos with masterpiece and trader can make this a powerhouse. But if I can reliably trash it, the silvers might not be the greatest thing ever. And but for the two cards above, the VP it gives is pretty hard to even stretch to the duchy level, let alone surpass it.
177. Bureaucrat
The attack is nice, but it doesn't hit often. Silver gaining on top of the deck just isn't spectacular most of the time, though. It helps most big money strategies only very marginally (and many not at all, due to competition). But it's quite a good card for a slog, particularly in a mirror.
176. Nomad Camp
Why is this worse than Woodcutter? Well, it costs more, that's the biggest reason. And the top-decking is... maybe even a liability more often than an asset. It's helpful if you are stalling out in BM, hit exactly 4, and know that you aren't getting a terminal next turn (pretty rare). And it can do some starts for you, but you usually need to have something good at 5 AND 2 to make it a good turn 1 buy. And in engines, the time you usually want Woodcutter, it tends to be a liability. I want draw engine stuff in my hand now, not payload.
175. Duchess
It's a terminal silver that comes free with duchies. Well, terminal silver for 2 isn't really the worst thing ever. The free with duchies thing doesn't make all that much difference usually - you aren't buying duchies at a point where gaining this is a tremendous option. But at no opportunity cost, well, it can often be a boon, if a quite small one. It's also pretty good for slogs, where it can be free and terminal silver is pretty good.
174. Black Market
A really hard card to rank. It is very unreliable, and hugely dependent on the board being relatively weak whilst the BM deck is strong. Has natural combos with Tactician and Draw-to-X.
173. Explorer
A terminal-silver silver-flooder is not terrible, but you usually want to do something better for $5. Gaining gold is really hard to do reliably, especially in a deck where it's particularly valuable.