Way of the Magpie by grep
An interesting early game option to build up coin and hit price points. It lets you buy villages and the like earlier tan you need them for a benefit. However, it feels a bit weak. It's definitely on the slow side, especially next to Way of the Sheep, which serves a similar purpose. I'm not sure the discard is needed, but testing would be required
Horse Market by [TP] Inferno
This is much too strong. The on-play effect is strong as-is, and the horse overpay is often very relevant especially on boards where draw is lower, since it's basically a better version of Hostelry's effect. I'd suggest bumping it to 4 or removing the conditional village.
Racetrack by mandioca15
Keeping or playing your horses offers some theoretically interesting strategy, but this is rendered moot by how easily the horses are to regain. With how semi-boundless the victory points can be, it's likely to quickly take over games.
Saddler/Bridle by Aquila
Saddler is often a functional cantrip, so it's going to get bought most of the time. It might be a bit strong, since it can quite often be a lab or better. Bridle is too weak/inflexible to get bought without other horse gainers, especially since you usually want Saddler for draw instead of Horses. It's hard to say how appealing it will be.
Spurs by mail-mi
The card this resembles most closely is Livery. This trades the coin for being non-terminal and gaining more horses. It's a quite interesting source of raw in some decks without being too strong.
Way of the Alligator by segura
A stronger than usual Way with a Hex as a downside. It's very interesting, especially early on. However, it has an almost fatal problem with variance. Sometimes you get Plague, which can be deadly to your deck, or Delusion, slowing you down majorly, but sometimes you get something ineffective like Famine.
Secret Land by maji-poni
Distinctly under-powered for a prize. It's slow to gain a meaningful amount of VP and depleting the Duchy pile is sometimes a downside, especially when you're behind, which is when this is theoretically strongest.
Recession by MrHiTech
A terminal gold at 4 with a slight upside is a tad strong. The attack might have odd timing issues.
Way of the Kingfisher by fragasnap
This is an interesting option as a Way. A throne room, but only every other time. The issue is that it may interact poorly with other journey token cards, removing their slowness and making them basically always work.
Zombie Workshop by Carline
A unique Horn of Plenty/Necromancer combo, although not as strong as either. The alt cost plays quite well with the on-play. I worry that the alt cost isn't worth using since it's already quite cheap.
Zoo by Blue Haired Meercat
It's quite disconnected from whether or not you're going to use Ways. If the Way is good, it will get used, and if it isn't it won't. The points are slow and minimal.
Aonbarr by spineflu
This is a notable card partially on the basis that it actually makes a double potion cost work, something that fan cards have failed to do for years. A big Masquerade is strong enough to build towards, and you can use it as a one-shot triple lab, which is often quite useful if it can be gained back.
Mule/Breeder by Lord Baphomet
Breeder seems strong for how easy it is to gain, especially since any other horse gainer drains the mule pile. Mule's reaction simply has strange timing. It might be more interesting if it was akin to Duchess, where it was at any point, not just when you have one in hand. Quite interesting conceptually, but there's too much going on here.
Barn by Marpharos
Presents interesting strategy. Do you want to buy it early? How early? Do you want to green earlier because of it? Well done, although maybe too strong with action vp.
The Meadow’s Gift/ Rivalry- X-tra
The Meadow's Gift got changed, but it seems a bit undertuned to the point it's almost strictly worse than the river's and the sea's gifts. Rivalry is odd too since a hex that helps everyone else is poor. It's unclear how this would work with moat and is very potent in games with three or more players, since it gives tons of horses.
Evacuate by alion8me
This should definitely have the +1 buy as a once per turn. Not only is gaining 30 horses and 10 ruins not unappealing, draining a pile is strong. It is quite compelling otherwise.
Consignor by scolapasta
I caught this update right before I started judging, so it will be included. As-is, it's quite weak. However, the suggested change is compelling and makes it much more information.
HONORABLE MENTIONS
Zombie Workshop
Aonbarr
Evacuate
WINNER
Spurs by mail-mi