All the following cards all make me sit and think they're really good. Which is pretty amazing, considering it's ~1/3 of all kingdom cards...
78. Throne Room
Basically is village. Con:very dead by itself, costs 4. Pro: actually doubling the action is just oftentimes better than village.
77. Worker’s Village
Village with the buy built in. Villages want engines. Engines want buys. Getting them together is a win.
76. Silk Road
Most of the time it's a duchy or better by the end of the game, reasonably often it's 4, sometimes it's bananas. Of course, sometimes you can mega-turn or have great estate trashing and rush dem provinces, or colonies are around, and this does little.
75. Hoard
An easy card to get wrong, but it goes great with T4B and sifting, and it's a benefit to most BM decks as well as some engines which rely on treasure for $$.
74. Conspirator
Needs some work to get working, and you can definitely end up with too many of these as a glut together, but cantrip silver is very powerful when it works.
73. Baker
Tokens are good?
72. Rabble
The card which with a village can basically stop decks dead in their tracks after they green almost at all. However, it's pretty weak without multiples, just a smithy when they don't have green/curses, and can be outraced. Okay, still quite nice.
71. Inn
I'd estimate that the play effect of this card is probably good enough to make it a reasonable 4 - combination village with warehouse. But the on-gain can be quite strong, not only letting you play actions a second (or more) time per shuffle, but making sure you get them all together. Ironically, not very good for engines where you play all your actions every turn already.
70. Courtyard
One of the best BM cards, it's also pretty good in engines, particularly given its cost
69. Catacombs
The sifting is a good bit like oracle. But with an extra card, this is pretty good. Has the on-trash to push it a little ahead of, say, Rabble in my eyes.
68. Vault
Another excellent BM card. Brittle against discard attacks and not so hot in most engines (but potentially a huge coin source in a few).
67. Bandit Camp
Gold-on-a-stick I call this. Gaining a treasure isn't the greatest thing in an engine (hence why I like bazaar a bit better), but then this does have pretty good use in BM-style decks, too, being gold-on-a-stick.
66. Highway
Another peddler. This one needs buy or gain to be anything better, but it can be essentially the best cantrip-for-buying-power when that is around and you can line these up with it.
65. Cartographer
This is a pretty good sifter, and a cantrip to boot. Best in cases where advisor is bad - you want your key cards to be played a lot. Falls off a bit in engines where you just draw everything anyway.
64. Butcher
Just gaining two tokens is pretty reasonable. The remodel effect is pretty important, though, and being able to keep what you don't use is absolutely massive. One of the best cards at ending the game once you have a lead, but also good on the ramp - solving the what-do-I-do-in-the-midgame problem of remodel by being a better-than-terminal-silver.
63. Bazaar
I believe that this is the best village for engines which you can buy, at least to have (trusty steed, powered-up cities, madman being potentially better overall). But it does cost 5.