Baths is the non-perma-duration version of
Pirate Hideout, a mixture between Oasis and Baker, combined with a Gathering mechanism.
I am not sure about it yet as there is a good reason non-terminal Gathering cards should not exist. To illustrate this via the extreme case, if you had 5 Baths in the top 10 cards of your deck and were able to play 5 Baths you would be able to net 3 Coin tokens and 4 VPs.
Charon is another problem card as the random discard attack could be too swingy. I don't worry about the non-terminal VP token gaining, it takes some time until a pile is empty and this card does nothing for your economy so you will probably only spice your deck with one or two of them in the later middlegame. For the same reason I don't worry about pins either, they are theoretically possible but as this card does nothing for your economy they are extremely hard to set up. I wouldn't use this in a 4P game though but nobody with some sanity left plays 4P Dominion anyway (well, I did once with Ambassador in the Kingdom and got my sanity back afterwards).
Dwarven Miner is a fairly straghtforward investment idea. First I wanted it to net you Coin tokens but this seemed too strong. Now you have to pick a turn in which you have an extra Buy if you call this with more than 8 tokens on it.
Farm is an implementation of
marketsquire's idea's of durations that stay in play for several turns. With several of them in play you can easily build up an engine early on but later in the game it remains a mere Necropolis.
It could be too strong and the trigger might have to be tuned down from 5 Actions to 4 or the wording could be changed from Actions played to Actions in play.
Scholar is a variant of
Waterfall and avoids the problem of the overpowered Double Lab with Debt costs which occured, according to DXV, while playtesting Empires not so much via the small liability but via being very expensive early and only becoming mildly cheaper, Peddler style, over the course of the game. Price is not fixed yet and might have to be changed to 13D.
Monastery is obviously a Fugitive variant. It has been around for quite some time but I was never satisified with it. The first version also discarded before drawing but that was too strong. The negative coin respectively now "take 1 Debt" made it too weak. The third version is a mixture between the previous two versions, implemented via the Season mechanism.
The wording of the Reaction might have to be changed to avoid infinite repetitions. That you can reveal it to several different Victory cards being gained (as opposed to Horse Trader being set aside after the quasi-Lab reaction) is intentional though, making it a potential powerhouse in the endgame or in alt-VP.
Woodlands is an attempt to do a simpler Season-Victory card than the original ones of Asper and Cookielord. It is perhaps a bit bland.
Wine Harvest is based on a
playtest version of PatrolPatrol: This replaces Scout. Pretty directly really; it can also get Curses, and instead of +1 Action it's +3 Cards, and it costs $5 instead of $4. For a while it gave +1 Action and +$1 per different type in your top 3 cards, and only Scouted 3 deepIt makes sense to do this as a Debt card as it very weak early on and only becomes good in the middlegame, once it is more likely that you reveal a variety of types. I considered to do this is a Treasure card and while the differences between a non-terminal virtual coin Action and a Treasure card are not that huge I think that this is more interesting due to the usual Peddler, Conspirator, Tactician, Library combos.
Feudalism could be too strong and delay the game when everbody is trashing their Gold and Provinces near the end of the game.