Tons of great input, thanks everyone! I'll upload the pics again when I think I have the cards working how I want them to.
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Safe (Vault)
Types: Action
Cost: $3
Gain a Copper, a Silver and a Gold. Put one, chosen at random, into your hand.
I'm nixing this card for now, you guys are right that huge treasure heavy decks aren't fun.
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Consultant (Advisor)
Types: Action
Cost: $4
The player to your left looks at the top 5 cards of your deck and separates them into a face-up pile and a face-down pile. Put one into your hand and discard the rest. If you take the smaller pile, +1 Action
I made the action harder to get to lower its power, and differentiate it from the actual card named advisor (though now its pretty similar to Envoy). Also gets a wording change. This card might have to get canned for how much time it takes up but I really like the idea so I'm going to try it out.
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Broker
Types: Action
Cost: $4
Discard any number of cards. Take a Coin token for each card discarded this way.
Increased cost from $3 to $4 and changed the wording. I can't see myself paying $5 for this but we'll see.
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Bounty Hunter
Types: Action, Attack
Cost: $4
+2 Cards. Reveal a card from your hand. Each other player discards a copy of it (or reveals a hand with no copies of it). Each player who discards a copy of it draws a card.
Minor improvement on the wording and now all players who had to discard the revealed card draw a card to replace it. Will this do enough to prevent locks? I like the uniqueness of it but I'll change it if its still to strong. You and an opponent have to have bought the same cards and have to both have them in hand for this to work. I'm not convinced its too strong (except maybe in multiples).
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Foreign Market
Types: Action
Cost: $5
+1 Action, +1 Buy, Take a coin token. Name a card. Reveal the top 2 cards of your deck. Put the named cards into your hand and discard the rest.
Now you reveal 2 instead of 3 and +$1 changes to 'take a coin token' to separate this further from Market and Mystic. I have limited experience with coin tokens so I'm not sure if these changes lowers the power level or raise it. Thoughts?
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Royal Hall
Types: Action
Cost: $5
You may choose an Action card in your hand and play it twice. You may trash Royal Hall. If you do, play that Action an additional time.
Minor wording changes. I didn't change "you may trash Royal Hall" to "you may trash this" because I was afraid there would be confusion over whether "this" was Royal Hall or the chosen action.
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Celebration
Types: Action
Cost: $5
Trash this card. Gain 3 cards each costing up to $4.
No longer an attack (oops) and changed the art
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Tavern is getting dropped for being too OP, might come back to the idea someday
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Tracker
Types: Action
Cost: $4
+$1. Look at the top 4 cards of your deck. Put 2 into your hand and discard the rest.
Wording changes and cost increase from $3 to $4
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Tradesman
Types: Action
Cost: $4
Gain a card costing up to $6, then you can't gain or buy anything this turn.
I like the idea if Tradesman being the ultimate terminal action, but I think this wording is clean. I'm unclean what happens when I try to gain a card after playing this though? Can I not play workshop or do I play it and I just can't gain the card? I'm unsure on the cost but I'm don't think getting 2 of these from a 3/4 slit will be OP since you can only play one a turn and Its no good late game when you want to be getting provinces.
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Wanderer gets dropped for now, I'm trying to think of basic cards and this ones pretty wonky.