Part 1: The Bottom
#205 Scout
Right away, we can see something important about how the list is made. The bottom card in the list, Scout, is really not nearly the one that would usually do the most harm to your deck, should you add it to the random deck. It's all about what does the least good. This is important, because with the exception of swindler (and in convoluted situations, ambassador and masquerade), you aren't going to be forced to have a card you don't want in your deck. So the worst a card can be is you don't buy it, and get something else instead. Ergo, the card gets measured about what it adds when you do want as well as how often it is better than the alternatives which are available. It's all about the opportunity cost.
Ok, Scout itself. It's here mostly because it is just almost never doing anything for you. Though nonterminal, the drawing ability is inconsistent, and in those decks where it would be good, you're usually better served having a silver. Even with Great Hall, Harem, and Nobles, the cards you would most associate with a Scout strategy, you're essentially never get to the situation where scout would make a significant improvement over the next available alternative. It also nombos with things like Crossroads, where your scout could have been another crossroads, and of course you can't on scout and crossroads to appear in the same hand together, and separate they can anti-synergize. So the only salvation is in the re-order effect, which helps apothecary, wishing well, and mystic, though it's still usually not worth the time. It's a passable card for Horn Of Plenty and Fairgrounds, and the most important interaction is scrying pool, where getting the few remaining green cards might be a significant portion of your deck, and it can set up the order for maximum SP draw. Even here, there's usually something better. But at least it's something.
#204 Adventurer
Again, opportunity cost. It draws 2 cards, which moat can do, but you do get the sometimes-a-benefit of they have to be treasure. This is actually often NOT a benefit, because you would like to draw actions. But most important, this costs $6. It would see some play at $5, where I think it would be reasonably weak but not awful. This is the one place where I would most seriously look if I'm going to point and say miscosted. On the plus side, it does give a *slight* advantage at some point over straight Big Money, and it can be draw if you are really desperate for it in an engine - maybe with Horn of Plenty or tunnel.
#203 Feast
Yup, maybe a surprise, but Feast is just terrible. The problem is, silver gets you to 5 almost as reliably, and is usually nice o have around in your deck later. The only things feast has going are a few interactions with $5 slog cards (even here, it's a clear edge but not a huge one) and King's Court/Throne Room interactions.
#202 Transmute
The problem here is that you need to invest a potion into it to get this. Gaining duchies is usually quite bad, because it requires you to spend lots of time and get rid of an action, which you probably would rather have (and rather play than transmute). Turning estates into gold is of course very nice. But gaining more transmutes is generally only good if transmute is really good already, or almost never. Its best uses are from missing more expensive potion-costers, where it helps you lose less, cleaning up after familiars, and gaining more of itself to feed vineyards. Occasionally you can even turn copper into more of these for scrying pool, but this is pretty rare. You will almost never buy potion just for this - the only alchemy card you can really say that about.
#201 Mine
Why is Mine down here? Well, it's reasonably useful, but usually it's a terminal copper for you right now, getting better treasures doesn't do tons for you, and it costs $5, which is really a big premium.
#200 Thief
This doesn't hit opponent's good treasure enough to justify that it costs 4, is terminal, and trashes their copper for them (which is usually a benefit). It has a real place, though, in stealing some specialty treasures, as well as not being terrible in slogs. It also stops opponents from building the thin-deck-which-then-uses-almost-purely-treasure-to-win, but that deck is really rare to start with.
#199 Pirate Ship
This is really close to Thief. I give PS a very slight edge, as it has more use in engines against Money decks, where the stealing wouldn't be useful but some virtual cash might be. Very often, it goes the other way, though.
#198 Harvest
This can usually be used as a terminal gold, which isn't the worst thing ever, but it does require some work, and most importantly it can't be used after drawing your whole deck, which really hurts engine potential. It also costs $5, at which you're most often going to be able to do better.
#197 Philosopher's Stone
The problem here is that it is really hard to get set up - yo need a big deck, but then you don't see your potion often to get stones, and you don't see your stones often to use them. Still, it's pretty good after familiar, and with Herbalist it makes a veritable power combo. But you'll hardly see it otherwise.
#196 Secret Chamber
The reaction defends against quite a lot of top-2-cards-of-deck attacks, and can soften the occasional other attack as well. But those don't come up all that often. And the main action part can be useful if you are overdrawing your deck, to make lots of money, but in these situations, there is usually some other, better way to lay down the hammer blow. Beyond this, the use is really limited - discarding one estate makes this no better than copper, two is no better than silver, and you quite rarely can do more than that.