I'll admit, this contest brought more interesting concepts than I would have imagined. I'm going to stay in the watcher's row, but it's interesting to see these.
Stores:
Having experimented with several effects that can keep Victory cards out of your deck (Lady-in-Waiting, Glory), I would like to remark that these abilities can be crazy good and should be balanced with utmost care. Opening two Lumber Camps, for instance, will allow you to gain more than your share of the Provinces before having to worry about them clogging your deck. The thing with all such abilities is that they don't force you to build a stable deck. Any deck that can reliably produce 8$ if left alone will now be able to win. A general concern is, if the Victory gaining is too strong, it might overshadow other aspects of the card. All that said, however, I think Kudasai did a pretty amazing job at balancing these, especially for a first post laying out the concept. I feel most of the things I wrote here have been considered already, but I still felt like pointing them out for others to consider. VP gaining is going to be a huge aspect of these cards, I think.
Luck:
Those are cute, but I'd like them better if they just kept the cards out of the suffle. Actually, that's how I had read them when I started writing this post, and I just now realized I had misread. Such tokens would actually be rather similar to Stores, just a bit more fiddly - but with the added advantage that you have to produce them again and again, so the more cards you want to keep out, the more you need to produce. That diminishes the issue of one Pioneer setting up your uncorruptible engine... They can be used rather similar to Freezing tokens, too, and I like how you added them as a drawback for e.g. Woodland Witch. The balance can probably still be improved on some of these, though.