Purchase
Purchase by kru5h -
Quite good. Interesting when it's the only source of +Buy.
Coin Collection $2 Treasure
+$1 per Silver you have in play.
Coin Collection by StrangerSon712 -
Too strong (or too weak). Assuming you're drawing deck every turn, this could easily serve as a +$3 or +$4 Treasure that costs $2; just 8 cards (4 Silvers, 4 CCs) can get you to $24. 8 Golds can get you to $24 as well, but Golds don't cost $2. And on the other hand, if you're not drawing deck, this will never get bought.
Manufacture by grep -
It feels like you'll always be able to reveal 3 Treasures from your hand. In Big Money you'll obviously have a bunch of Treasures, and in engines, assuming you haven't trashed everything, you'll be able to draw into the Treasures. I like the belowline though; it punishes bad engines and rewards good ones, and it makes Feodum on its own a lot better.
Aluminium Smelter
Project - $5
On your turns, gain a Silver at the start, and when you play a Silver, trash it
Aluminium Smelter by NoMoreFun-
Very clever. You wouldn't want to buy a Project that says "at the start of your turn, gain a Silver" because that would clog up your engine, but the trashing clause deals with that problem nicely and turns this into a ''at the start of your Buy phase, +$2". If you wanted an extra $2 every turn, though, you would just buy a Silver (assuming you have the sufficient overdraw). Additionally, I don't like the pricing. This just doesn't compete with decent $5 cards. It's good, but it's not great.
Silver Scepter • $5 • Action
You may discard a card costing at least $3 to gain two Silvers and trash a Hand card. Otherwise, +$3.
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In games using this, reveal a Hand of four or more cards and only Silver to end the game.
Silver Scepter by BryGuy -
I like the belowline, but the top seems a little weak if there's not good trashing, and too strong if there is.
Smelter by czzzz -
It's okay. You can use this to spike 7 if there's Forge or Inheritance or something, you can use this to trash if there's no better trashing, or you can use this with a Gold gainer to grab 5s. It's decent.
Appraiser by fika monster -
$4 Lab, but reliant on a card that gives $. It's a good concept, but it's too powerful.
Reforge by Augie279 -
Interesting if there's no other trashing (or at least, the only trashing is something that excludes Treasures, e.g. Hermit).
Hot Springs by anordinaryman -
$3 Lab, but reliant on Silvers. I really like it. I would probably simplify it to something like "You may play a Treasure from your hand. If it's a Silver, +1 Card". It's a little too powerful though.
Mad Scientist
$5 - Action
+1 Card.
+1 Action.
You may trash a card costing at least $2 for +2 Cards. If you don't, gain a Silver.
Mad Scientist by LibraryAdventurer -
It's worse than Apprentice in that it doesn't scale with cost but better than Apprentice because it provides its own fuel. It's good, but it doesn't excite me.
Memorial by Tiago -
This is really smart. Ignoring the belowline for now, it's better than Prince in that it can play more copies, but worse considering timing. I think it's quite a bit too powerful, but it's still fun.
Potion Trader
P
Action
You may reveal a potion from your hand to gain a silver to your hand, or reveal a silver to gain a potion to your hand. Then reveal your hand. Apply the following effect as many times as you have treasures in hand costing 2 or more:
+1 action
+1 card
+1 buy
You may trash a non-treasure card from your hand.
Potion Trader by sumrex -
This is way busted. If you collide this with one Silver, it becomes a Lost City with +Buys and trashing and gain a Potion to your hand. It reminds me of Magnate, but it's not terminal, costs much less, and trashes.
Bribe
Treasure - Duration - Attack
You may discard a Silver or a Gold. If you do, each other player gains a Curse. At the start of your next turn, +2 Cards.
Bribe by JW -
It's a little unfair to compare this to one of the best cards in the game, but this seems simply worse than Witch. The thing is, for this to Curse, you either need to get lucky and collide it with Silver/Gold, or you need to be able to draw deck, and by the time either of those are happening, your opponent probably can trash whatever you throw at them, or have enough Treasure in their deck to ignore a Curse or two. I like the duration draw synergizing with the rest of the card, but this is too weak.
Twin Village - Action +2 ActionsYou may discard two cards or a Silver for +2 Cards.
When you gain this, gain a Twin Village (that doesn't come with another).
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Twin Village by J410 -
I don't see anyone ever discarding a Silver for +2 Cards. You won't normally have a Silver in your deck, unless you bought one early, or unless an engine isn't possible; and if an engine isn't possible, then you wouldn't want to spend a Buy on this unless your deck is full of junk, and if your deck is full of junk, you shouldn't discard a Silver for +2 Cards. Maybe if this is the only village and handsize is a concern, you might buy Silvers to keep yourself afloat, but it honestly isn't worth it
Outlaw by HorazVitae -
The concept is absolutely amazing, but it's too complicated. I would've just done something like "+1 Coffers per Silver you have in play". (also what was the broken interaction with feodum?)
Pawnshop
Cost: 4
Action
+1 action
You may:
Discard a Copper to gain a Silver.
Discard a Silver for +2 Cards.
Discard a Gold to gain a Gold or a card to your hand costing up to 5.
Pawnshop by RovingBear -
I like the Copper and Gold discard ability, but otherwise suffers from the same faults as Twin Village.
Forum Romanum by segura-
$3 Peddler is too powerful, especially because the supply is limitless and things like Raid exist.
Tentacles by MiX -
Will only ever get bought with trashing/sifting, but other than that I like it.
Atelier & Cursed Silver -
I love Cursed Silver as what is basically a "the first Silver you play this turn provides $1 less", and Atelier is good, but Silver is bad enough without Cursed Silver's existence.
Winner: Hot Springs by anordinarymanRunners-up: Memorial by Tiago, Reforge by Augie279
Feedback is appreciated!