+1 Card terminals are usually frowned upon since it drew another Victory card it should be good.
Why are they frowned upon?
Rare Coin: Maybe just make it cost 4, i liked the simplicity of the pile.
Good idea.
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.
It has to be stronger than Ironworks, since it is limited and situational. It could perhaps be "Put it into your hand." for action cards, though.
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.
Thanks.
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.
It's a single use version of one of the most powerful cards in the game (Overlord.) I don't think it needs to be any more powerful.
As for the lose track, it's mostly only affected by Scheme. Oh well.
Inventor: With the drawback maybe it can cost $5.
Would be too powerful for Big Money, which only needs 1-2 of these.
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.
Yeah, it needs testing.
Snakes: Change the name please dude. I like it, but I'm pretty sure there's a reason Chapel has a limit.
I'm not really worried about naming or art until I work on balance. Chapel has a limit, but this is a one-use card. Donate doesn't have a limit.
Promotion: Too strong. A workshop-to hand could already maybe cost $5, and letting it remodel is too good.
Probably, but I haven't found an elegant way to nerf this card yet. It's similar in strength to Trading post. It can gain a 4 instead of a Silver and only trashes one card instead of 2. Trading post isn't that powerful, so this could actually work out to be fine.
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?
Meh.
Cipher: I think it should cost $4. It's way better than courtyard as-is.
It's a bit strong. If there are no Villages, this is weaker than Smithy. If there are Villages, you have to use a second action to net +2 cards. (This card was inspired by Asper's Road, which allows you to play +2 cards as many times as you want.) That's strong, but usually there are better terminals to play. Keep on mind that Courtyard is a 2-cost. I'll keep my mind open for elegant nerfs, though.