Pawn Shop
Type: Action
Cost: $2
Discard any number of cards. For each card discarded, +1 Villager or +1 Coffers.
I like this a lot. It is better than Secret Chamber (if you ignore its Reaction part) but that removed card was pretty weak so that's not an issue.
So much better that I'm pretty sure this is broken. If you get +4 Coffers every time you'll end up getting Provinces way too fast.
Discarding your entire hand for 4 Coffers doesn't look very impressive to me. And the notion that this enables quick Province gaining is dubious. Even if you first thinned your deck enough and bought enough Pawn Shops to be able to play one per turn you'd need 8 turns to gain 4 Provinces and nothing else (ignoring that you thus reduce the chance to play a Pawn Shop per turn).
Seems like the kind of analysis that comes to the conclusion that Silver is an overpowered card because a hand of only Silvers allows you to gain a Province. Such a hand is so strong that even after a Villain attack you can buy a Province! Crazy Silver!
But you only need 1 Pawn Shop per turn, not 5 Silvers.
So? You just need one Vault to always reach 6! Great cycling so far far far better than Pawn Shop! Totally crazy, now you can buy Golds and that Vault soons hits 8! You just need one or two and gaining Golds and then Provinces becomes a piece of cake!
That's partial analysis and it is highly dubious. But let's nonetheless play this game:
Let's assume that you have to buy 5 Pawn Shops to consistently use them and that you play them 8 times for 32 Coin tokens and buy 4 Provinces (now your deck has 19 cards). So 13 moves to get half the Provinces is probably a bit too quick. But if you add 2 bad turns in which you draw no Pawn Shop we are already up to 15. Still better than Big Money though so perhaps a bit too good.
Add any attack, handsize, junking or whatever, and that entire thing becomes more complicated. With handsize attacks Pawn Shop fails and with junking attacks you need trashers or more Pawn Shops. If there is a quick engine it also fails.
So yeah, perhaps too good, perhaps not. Has to be tested to be definitely determined.