125. Merchant Ship
Probably I have too much of a soft spot for this card. $2 now isn't great, really. But an activated conspirator next turn is quite nice. Overall... it's a good card of course, but the problem is that it has a lot of competition at $5.
124. Envoy
People associate this with the old BM draw strategies, but well, it's just not that good there. Discarding your best card can be really painful. In engines it is potentially really good, but you need at least lots of villages and a little cantrip support. With that, you can churn through your deck better with this than anything else in the cost-range (or most 5s even). Don't do it with shanty town though - the big thing is there's a lot of strategy in having tough decisions on what to discard.
123. Cutpurse
Early on, it is even a little better than militia. And it stacks, so hey, that is nice. A fine complementary attack, usually one of the last cards you want to play. Later on, discarding copper isn't such a problem, but often enough it's still at least a minor annoyance. Really nice against slogs.
122. Remodel
This card has gotten the best of me forever, but I think I am finally starting to come around. Basically, the best use is turning estates into useful engine bits. It's really nice with good 2-costers as well. And it gives you some endgame control (nice card into nice card, run out a pile, what have you). Still, it often sits a bit dead through the midgame, and it's often not great in endings.
121. Horse Traders
The action bit is a lot like woodcutter, really, but it has a bit more downside and a good deal more upside. It's very nice for slogs, and if you are over-drawing your deck, this is like free money. Also a discard outlet if you need one. But the reaction is what makes this a player - probably more than any other, it can turn attacks into *benefits* for you; just a lab against their attack, and even better against discard attacks.
120. Mystic
This card is a fine card, but it rarely does spectacular things for you. I mean, with a little work, it's an activated conspirator. Okay, so is conspirator. Of course, this card has much less downside, but I think through much of the game, it's a bit harder to put together, too. Well, yeah, I don't know. It's sort of average, but on $5 I often am looking for better.
119. Treasury
Peddler which returns to you. Solid enough, but usually I want my $5 peddler variants to have better upside. Actually, in a lot of engines, I don't even like having this in my hand so much - and especially not great against discard attacks or with scrying pool. Well, still peddler's not so bad.
118. Bank
This certainly can do some insane things, but it needs some help. Barely noticeably different from gold in money decks, dreadful in everything else, except engines, where it's nice, but then, it should be for $7.
117. Possession
Very often, this card is just bad. But sometimes, it's bananas. B-A-N-A-N-A-S. It can lead to some very degenerate games where it's a race to set up multi-possession turns and then tank your deck. Still, there are usually many ways around it, most normally just outrace it. I mean, if they are possessing you anything less than once a turn, you still actually want your deck to be good. But the most important thing is that it just kills mega-turn strategies.
116. Fortress
Well, probably this has the best upside of your villages, but really close to the worst downside as well. If there's really anything for it, it jumps up past some of the others which are coming. But sometimes, it's just expensive village. Also, you have to recognize that not all trash effects really do anything for it, and often they are terminal, so you have to have village BEFORE terminal T4B on this, which is more of an annoyance than it seems. Well, still can be sick, and at least counters a number of deck-trashing attacks, over-hard.
115. Salvager
Like remodel in some ways, but not in others. This actually gives +buy, which is somewhat important sometimes. And it can get rid of coppers rather than turning them into other bad cards. But it doesn't give you as much coin value overall. The biggest plus to my mind is that it works much better for BM no-terminal-draw decks, where it can help you close the game out in ways that are generally a bit better than remodel.