Here's my first batch of new ideas since getting back on here, is it better to have a new thread for a new group of cards, or just add them to my page/thread? Anyway, here's some cards.
No name yet
$3 Action-Duration
During this turn and next turn, you may spend a coffer for +1 Buy.
While this is in play, when anyone gains a card costing $5 or more, +1 Coffers.
Really not sure about this or any of these really, their mostly about the main concept rather than the specifics.
This seems OK, but kind of weak if you don't really need the +Buy - at least in 2P. The scaling this receives from being in multiplayer is insane though.
Ram
$4 Action-Reaction
+3 Cards
Discard 2 cards.
-
When you gain a card during your turn, you may reveal this from your hand to play a card from your hand.
I was looking at Menagerie and I thought of this as a twist on cards like Sheepdog. There's no real reason it's named Ram.
As worded, this can be revealed over and over again when you gain a card, allowing you to play all the actions you can get into your hand.
People talked about this while I wrote this up - I think giving you one turn of the Champion effect for having this in your hand when you gain a card is probably way too good in games where there are any gainers, even if it doesn't lead to an infinite all by itself.
Assuming that this is unintentional it seems too weak to be worth buying. The top half is extremely weak and the Reaction effect is often worse than Necropolis (in that it's very conditional. It does let you play things during your Buy phase after you're out of Actions but that will not often matter considering you will have had to buy a card first).
Fish
$2 Treasure
$1
+2 Cards
I think this is interesting. I was trying to think of a card to go with the name fish. I wanted it to be a copper variant, and fishing always makes me think of drawing, so here it is.
I suspect that this is incredibly strong as a monolithic strategy. But if it cost too much more to where you couldn't do that anymore, it would probably be very rarely bought. Drawing Actions to your hand with it will also not feel great for the player.
Snowy Market
$2 Action
+1 Card
+1 Action
+3 Buys
Ignore any further +Buys you get this turn.
This is fairly obvious and may have been made before.
This is insane as a way to get Buys - in a lot of games you really don't need more than 3 or 4 at any point, this gives you all of that as a $2 cantrip.
No name
$3 Action
Discard a card. Gain a non-Victory card costing up to as much as it.
Something I came up with as I was typing these up. No idea how good it is.
This is my favorite one. It think it would usually be pretty weak (but within a good range still) but there are a few exciting tricks it can pull off. Also very helpful once you have green cards in your deck. I suspect you could make this non-terminal to make it better in games without any combos while still not being too crazy.