Interesting that amongst all the "gain a card costing up to 4 coins", this one's the most pricy...
$0 - Alms
$3 - Workshop
$4 - Armory
$5 - Cobbler
Alms is only once per turn, and also restricted if you have your -1 card token (from somewhere else). Plus, you can't have any Treasure in play, so it's not likely you could meaningfully utilize +Buys with this
Workshop is boring, but tried and true
Armory also forces you to top deck a card (not so great in gaining dead cards like Victory, but otherwise, not to terrible)
This has the benefit of not requiring any +Actions. And the fact it goes to your hand means it doesn't slow your draw down (unlike Armory).
Cobbler Cage Match between me and Mic:
I'm not going to pretend I had high confidence with my Cobbler buys (or non-buys), but Cobbler seemed pretty good in some of the games. Game 5 was my favorite board of the bunch, and Mic's two Cobblers were far superior to my one.
It looks funky how Spoils and Ruins are in the corner like that...
OOOOOO
XOOOOX
Kind of wish it would be its own row, and leave the Kingdom cards to a 2x5 grid!