137. Harem
Actually, I'm pretty sure this is overrated (it's going to be moving on the next iteration). It's definitely a nicer card in general than Farmland, but not terribly much so. The problem is, you often want this over gold in big money, and you play a longer midgame, but the BM mirrors aren't so common, and it isn't *that* much better than gold. And lots of times you just want gold anyway. Well, it's a stack of 2VP cards which usually don't hurt your deck quality, at least by much, so there's some purpose, but aside from the odd crossroads or vagrants thing, it's basically never great, just an occasional modest boon.
136. Forager
I feel like this card is significantly better than Lookout, as it generally gives a little more money, hits your hand (okay, this mostly makes up for the money) which gives it a bigger range, lets you avoid unwanted trashing, and this makes it work a lot better once your engine is in place whilst also generally not being worse at setting it up. On the other hand, I don't really see lots more cards it can more in front of, so I guess there's just a relatively big drop-off somewhere a little before here?
135. Mining Village
I'm not really sure that this is better than walled village, even. I don't find myself wanting to trash it very often, as I almost always buy it as a village and not as a one-shot thrust to something big (this *tends* not to be worth it). When I do crack it, it's most often for an end of game point surge, but as you have to play villages first amongst components, it's a little hard to know when to do this. Okay, a village with some kind of plus, anyway.
134. Count
A reasonable card in slogs, where gaining copper isn't bad, setting cards back can often be good, 3 coins is nothing to sneeze at, and gaining duchies is generally excellent. The trashing option deserves some attention, but on the other hand, it doesn't trash *that* well, as you have to do some negative and it can sometimes be awkward to be able to protect the stuff you want to. Okay, can be strictly-better-once-you-have-it Mandarin, too, so really the versatility is what gets this card here and not lower.
133. Armory
The topdecking makes this worse than workshop for rushes, but better in almost all other scenarios. Okay, it costs a little more, but because you get the card so fast, you don't really fall behind with this card near as much as you do with workshop. If you track your deck well, you can also use the knowledge of what's coming up to get slight boons and set up draws. Okay, it could also hurt you if you are getting too many terminals, but if you're only getting terminals, you probably didn't want this card to start with...
132. Pawn
None of the options is really worth 2 all that much, but the versatility makes the card at least decent And it can always be a cantrip. Probably it's most important uses are as virtual coin (for KC, draw-to-X), cheap (and possibly non-terminal) source of buy, and for card and coin where you have tracked your deck well. It's also pretty good for engines, where if you get it too early, you can just cycle it, and after you've drawn your deck, it's... copper or herbalist. Okay, not the greatest thing ever, but copper-that-can-cycle really isn't so bad.
131. Sage
This is one I still don't really understand, I guess. If you are building an engine, you often just prefer components. This skips over copper and estate, true, but I guess it's mostly useful in something like a mountebank game - not really big money (where silver is generally preferred), but sort of big-money-ish dry games where you mostly need to play those one or two key cards really often. I dunno, not spectacular but has at least little uses often enough.
130. Shanty Town
This can be necropolis, but with a drawing terminal, that's usually not the worst thing ever. And it can be better-than-lab. Okay, the big drawback is that it's really not the best village as the main village for an engine, though it *can* do that for certain engines. Really nice in decks where you just don't have terminals you want to play, but lots of reasonable non-terminals. And good as a support piece for engines - as one of your opening buys particularly, it doesn't have some of the drawbacks of silver later, but it still enhances your economy (and cycling) early.
129. Tunnel
Potentially a big trap - people dream about gaining lots of gold off of this, but it's a bit tricky to line it up with the thing to discard it. Okay, sometimes can be great, but you do have to watch out - you have a junk card along with that gold. Obviously best when there is sifting - lets you get your golds more and discard your unwanted green - which gets you more gold. So it's pretty high-skill. Of course, still has 2 VP for 3, and this isn't negligible either.
128. Bishop
I think this is the biggest trap card in the game. You just don't often want to be the first buy to buy bishop. Or more specifically, it's generally a very very bad early game card. It just trashes for your opponent so much better than it does you, and you are wasting time on it. Okay, there's the golden deck, but there's very often something to beat it (any non-deck attack does it, and there's some ways to outrace it). But anyway, that shows the point - it's much more of a late game card. At this point, the trashing doesn't help your opponents much - they often won't even take it, because it will hurt them right now (which is more relevant than the long-term prospects by now), or they want to hold on to their points. And man, you can really hammer home some massive points, say, setting up an engine which gains and then trashes 2-3 gold every turn (or trashes then buys; it all works), all the while not helping your opponent end the game much at all. Setting this up is reasonably rare, though, and sometimes the engine is good anyway.
127. Farming Village
Filtering past green cards and curses is something which is usually useful, but it's rarely REALLY useful, at least in games where you want villages. Okay, though, there's a few combos and counters it sets up, and mostly it's a village with small-but-tangible plus.
126. Noble Brigand
This card can really be bananas. If Big Money were viable more often, this card would be way higher on the list. Thing is, this destroys most big money strategies. We can say that it's one of the best BM cards, but really it's that it's one fo the best cards *against* BM. To the point where silvers are just really risky propositions, and there are only a few BM strategies that can outrun it (and even they, generally, should mix with it overall). Obviously stymied by alternate treasure and not really a player against a lot of engines, though even in engines it can have *some* usefulness if there still needs to be silver and gold as a reasonably high component of the economic backbone of the deck.