I don't know in which thread I have to post my thoughts, nevermind.
About Intrigue :
Removed -
Secret chamber : SC was always a weird card, certainly not an uninteresting one, but both part could have been stronger. The reaction was sometimes useful but never really exciting. And the relation between the action and reaction part exists (trading bad cards for another thing) but not so much obvious. I'm pleased that Donald used SC's concepts for new cards.
Great Hall : I like Great hall in the same way I like Pearl Diver. Both are never more than slightly useful, but they are never useless. Of course, they can hurt in some decks. If in every dominion game we had 10 game-changing card, it would be too much. So I think there were no need to remove Great Hall. But now, I'm happy with Mill.
Coppersmith :
Scout : I'm very happy with the new fixed version of scout. It's very different now that it's a terminal card, but the spirit is not lost.
Saboteur : I think Saboteur is quite a high-skill card, but I agree that it was too often useless. I would have liked a slightly improved saboteur, but losing saboteur is not the end of the world.
Tribute : Tribute was too swingy, otherwise I think the design idea was really great. I'm not very satisfied with Courtier.
New cards :
Courtier : The thing is, it's too easy. You just reveal the card that has the most types, but there is no difference between revealing a harem or a militia, in contrary to the old tribute. I think it lacks of interesting decisions. I would have loved a card that said "reveal a card from your hand, if it's a [card type], you get [bonus], etc for all card types" that would fix the thing I dislike from tribute (randomness) and at the same time creates more interesting decisions.
Patrol : Love this new scout.
Replace : That's an unexpected new remodel. You may want to gain estates only for the junk part. I like it.
Diplomat : Seems awesome against hand-reducers, and hand-reducers tend to be sometimes quite boring, so I really like this card. I think activating the village effect will be almost as satisfying as revealing a hand without duplicates with menagerie. And I like how it's kind of the opposite of shanty town.
Mill : Mixing great hall and secret chamber was a clever idea.
Secret passage : I fear that this may slow down the game a lot, when played in chain. And I think "putting anywhere in your deck" will, in practice, mean either the top either the bottom of the deck. So I think I don't like it so much.
Lurker : I think I like it. It could be quite strong in games with TfB (replace!), otherwise if you manage to play it two times in a turn, which won't be so hard I guess, it could be very powerful.
I think unlike base game, there were no particular need to update Intrigue. Only Scout and Secret chamber were the bad-designed cards IMO (
maybe tribute too because it scales too much on the number of players wrong). I'm a bit disappointed by courtier and secret passage, but maybe I will enjoy them after all. Otherwise, nice new cards.