Bond: That seems good, I'll change that in the next mock-up.
Sellout: I'm still not interested in it. If you dropped the Curse part then it would be cool:
+1 Buy. Once per turn: If you gained no victory cards this turn, +$2 and you can't buy victory cards this turn.
Hounds: That seems good, and even though +1 Card terminals are usually frowned upon since it drew another Victory card it should be good.
Rare Coin: Maybe just make it cost 4, i liked the simplicity of the pile.
Cobbler: I don't like it. It's either way better than Ironworks, as it can directly play cards costing up to 3, and when the only good cards are 4, it's annoying and just a weaker explorer usually. I think it would be more interesting at 5.
Bronze: I like King Leon's Charcoal Burner better. It seems more interesting and more balanced. (see mini-set mockups 2.0)
Whispers: I don't like the name. One of the most important parts of the card is the name. The effect is nice enough, but it needs the wording
Gain a card costing up to $2 and a card costing less then the amount you paid for this.
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When you buy this, you may overpay for it.
Pupil: It's cool I guess, but a more powerful version would be more interesting:
Pupil (Action-Treasure) $3
If it's your Action phase, play this as if it were an Action other than Pupil in the supply. If it's your buy phase, play it as a Treasure instead. This is that card until it leaves play.
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When you discard this from play, trash this.
Even then I'd just make it trash itself to avoid all kind of lose-track shenanigans.
Campus: I like this one.
Reviews of the older cards:
Rabbits: I like the concept, and I can live with the name.
Young Noble: It's cool.
Inventor: With the drawback maybe it can cost $5.
Cell: A permanent haven isn't that interesting. I'd try to spice it up.
Mulligan: I like it. I used a similar idea for a card with a new mechanic I'm working on.
Caltrops: The attack is unique,
but the whole card is really weak (sorry i read it wrong but I still agree with the rest). It's a powerful millita-thingy usually, and I imagine it would either lead to un-fun decks or un-fun turns. In other words, the concept is cool but I have a hunch that playing with it would suck.
Snakes: Change the name please dude. I like it, but I'm pretty sure there's a reason Chapel has a limit.
Locksmith: It has an exotic concept, and I think if you really nail the wording it would work out nicely.
Promotion: Too strong. A workshop-to hand could already maybe cost $5, and letting it remodel is too good.
Magic Lamp: Too similar to Wishing Well. A bigger better version is just uninteresting, and I feel like Accomplice is similar too. Maybe if you combined them:
Accomplice $7
+2 Actions
Name a card, then reveal the top 4 cards of your deck. Choose one: trash the named cards, or put them into your hand. Discard the rest
what do you think?
Ivory Tower: Other than the name (Beacon? Edifice?) it's by far my favorite. It's unique, cool and seems to work.
Dagger: I guess? It's still a meh card.
Cipher: I think it should cost $4. It's way better than courtyard as-is.
Scepter: It's cool I guess.
Bell: I notice a big top-of-your deck theme. Maybe you should keep Magic Lamp and Accomplice as-is, and make all 3 of these a little synergistic. It would definitely be a cool sub-theme.
Angry Mob: +1 Card on a terminal is frowned upon. I like the card, but maybe too much like Caltrops?