Smelter
Types: Action
Cost: $4
+1 Buy. +$1.
While this is in play, when you buy a card, gain a Silver, putting it on top of your deck.
So, I want to like this card. I really do. It is my kind of card. And I think the power level is pretty good. But the thing which bugs me - and I think it's a fine card anyway, but this bugs me - is that if you want this card, you are ALWAYS going to buy that copper with your spare buy. Even if we forget the top-decking, it brings your money density towards 1.5, which is just always better then you're going to do in the province-centric treasure-based decks that are all that would ever make you buy this.
So I dunno, I like choices, interesting play choices, so maybe you make this be able to hit any 3-cost-or-less, and then you probably need to make it cost 5, which probably means you can bump it to $2. I mean, there is some itneresting tension this card wants to have "Do I want to buy copper to give myself another top-decked card my deck wants?" But right now, the tension isn't there - it's just always a yes.
Travelling Salesman
Types: Action – Reaction
Cost: $5
Discard any number of Treasure cards from your hand. +2 Cards per card discarded.
When another player gains a Victory card, you may discard this. If you do, gain a card costing less than the gained Victory card.
Okay, this one also interests me. Top part: if you have:
2 coppers - moat with filtering. (which is also how you'd describe Adventurer)
3 coppers - smithy with filtering. Not bad (compare Journeyman)
4 coppers - you get the idea.
Of course, you can also pitch other treasures, but you get the ballpark idea here, and I don't think it's unreasonable. So then there's the bottom. The bottom is fine, it's sorta interesting, it obviously makes the card better, since it's not compulsory AND you get to see the opportunity cost at every stage, and... I don't really like it? I mean, it's quite a strong reaction, totally messing with your opponent's ability to come back, mostly. They have to worry about buying the last province, because you just react this and get a duchy, and now you're ahead. Or you react 3 of these and get 3 duchies.... So I don't like that, and I don't think the card needs it anyway.
Thrift Shop
Types: Action
Cost: $6
+1 Action. +$2. If this is not the first time you played Thrift Shop this turn, you may gain a card from the Thrift Shop mat.
When you gain or play this, place a card costing up to $5 from the Supply onto the Thrift Shop mat.
Clarification: There is only one community Thrift Shop mat. Each player does not have his own.
Ah, so this one is really interesting. I have to assume that the author didn't want you to be able to gain the card you put on there with the same play of the card, as that almost totally takes away the main strategic point of having a communal mat.
I really wish it didn't have to be on the second play in a turn. I mean, as it is, you really need to get a critical mass of these for them to be any good, because otherwise it's an action-silver for 6 which trashes piles. The bigger point, though, is that if it didn't have to be the second play, you have to worry much more about your opponent hopping in if you put juicy stuff there, and I like that kind of decision-making. So this is so close to being something I'm very intrigued by (of course I intend the pun), but it's just not quite there.
Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4. Otherwise, +$1 and gain a Victory card costing up to $4. Put the gained card into your hand.
When you buy this, gain an Action card costing up to $4, putting it onto your deck.
I love the top of this. It's baron-like in a way I quite enjoy. It's self-feedback mechanism is just really nice... except that it mostly works one way - I mean, if you want to gain green, you nearly always can, so this is just really really really good with gardens, silk road et al. But whatever, silver-flooding sort of activated conspirator is pretty nice, gaining estates sometimes not the worst thing ever. Maybe too strong, but I love the idea.
Then there's a below-the-line. Man, card just doesn't need it. Feels tacked on. Okay, I know, it gives it all three main types. That just doesn't sell it for me. Also probably really pushes it over the $5 bump, sadly.
Pyramid
Types: Action
Cost: $4
+1 Action. +$1. +1 Card per Pyramid you have in play. Discard one card per Pyramid you have in play.
When you buy this, gain an extra copy of it.
I sorta wish this gave an extra copy to every player rather than just you. That's still a net good for you, because extra copies are better here, but it ought to be a bit less strong. You will have an early-pile-running problem anyway though.