Hmmm, shiny new cards to code....
Magpie: Ironmonger big money is a thing and so is Magpie BM, only less so. Magpie 35% - Ironmonger 56%
Storyteller: Storyteller Big money is definitely not a thing (like Warehouse Big Money isn't). It's a sifter, but it won't sift what you most want to sift (green cards) so it's really not a very good sifter. Actually, I have no idea what deck this will be good in.
Haunted Woods: Surprisingly very strong. Almost on par with Wharf in a big money deck (Wharf 52% - HW 42%). I also made an engine to compare with a Rabble engine and it vastly outperforms Rabble.
Swamp Hag: This is the real deal. I mean it's weaker than the other cursers, but it still pounces on any big money deck. Witch 62% - Swamp Hag 34%. Letting the sim buy good stuff (eg gold) when the Hag is out seems better than buying nothing.
Hireling: A free lab every turn is a good thing, but the opportunity cost isn't mild. Hireling Big Money isn't really great, like Laboratory Big Money isn't. I tried to add it to a Fishing Village/Wharf engine, but it didn't like it. I fiddled around a little more and it's probably be worth it in long drawn out games (like cursed or ruins-games).
The reserve cards are too hard to implement because they require good timing and deck knowledge both of which the sim can't handle.