Well, here are my comments on these cards - I know I haven't said anything yet, but here goes!
Cultivate
Types: Action Victory
Cost: $5
+1 Action. Choose one: Trash a Victory card from your hand and gain a Treasure card costing up to $1 more; or trash a Treasure card from your hand and gain a Victory card costing up to $2 more.
This is worth 3 VP if there are at least 4 differently named Victory cards in the trash; otherwise it's worth 1 VP.
The top is interesting, especially due to the fact that it's nonterminal and self synergizes. I would be hard pressed, though, to like the variable Victory portion, simply because someone has to trash a Province to do it (although I will note that it's always possible). I would be more happy with the card if it depended on Treasures rather than Victory cards.
Cemetery
Types: Victory
Cost: $5
Worth 2 VP plus 1 VP for every 2 differently named Action cards in the trash.
When you gain this, trash a card from your hand other than a Cemetery.
I like this one more - encouraging players to trash Action cards isn't nearly as bad, and you could well get the maximum value of Cemetery even without any other trashers on the board - in fact, I bet that most games would have that.
Patrol
Types: Action Reaction
Cost: $3
Discard any number of cards. Draw until you have 5 cards in hand.
When you discard a card from your hand other than during a Clean-up phase, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
Clarification: If you discard several cards at once, you can reveal a Patrol separately for each card discarded.
Allowing topdecking seems to make the card too powerful - it would kill all discard attacks. But allowing you to trash what you discard seems like a fantastic idea. The top portion seems good, too, if it drew you up to 4 instead of 5.
Model Village
Types: Action
Cost: $4
+1 Card. +2 Actions.
When you trash this, you may trash a card from your hand. If you do, gain a card costing up to $2 more than it.
Doesn't seem all too interesting - Remodel is hard enough to use as it is.
Tribal Man
Types: Action
Cost: $5
Gain a Spoils from the Spoils pile. Reveal cards from your deck until you reveal an Action card. Choose one: Put the card into your hand; or play the Action, trash it, and gain a card costing less than it.
When you trash this, gain an Action card costing at most $5 that is not a Tribal Man.
I don't know why this one needs the Spoils, but I like the rest of the card: essentially, you can either choose to use up an extra Action to play the card unscathed, or take a free Action to downgrade the card.
Disciple
Types: Action
Cost: $4
Look through your discard pile. You may reveal a Treasure from it and put it into your hand. You may trash this and another copy of Disciple from your hand. If you do trash two Disciples, gain a Savior from the Savior pile.
Savior
Types: Action
Cost: 0*
+1 Action. You may put your deck into your discard pile. Look through your discard pile and put a card from it into your hand. You may return this to the Savior pile. If you do, play an Action card from your hand three times. (This is not in the Supply.)
Too wordy - Savior tries to do too much. I do, however,
love the way you get Savior - in a Treasure Map-esque fashion. Savior's on-return effect seems like it should be end-gamey, but I think it should be something that's easier to pull off and more balanced than King's Courting an Action (such as a $ or gain bonus).
Renovate
Type: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.
This is fun.
Get a free card to play - that always works.
Brick
Types: Treasure
Cost: $5
Worth $1. When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.
When you trash this, gain a Copper, putting it into your hand.
Clarification: Under normal circumstances, you will be able to trash the Brick you just played.
I don't know what to say about this one - the fact that it costs $5 seems too strong to me, especially since Brick can trash itself.
Bricklayer
Types: Action
Cost: $4
Trash any number of differently named cards from your hand. +1 Card per card trashed.
Don't like this name either. The "differently named" cards clause seems to do a good job of balancing it.
Deathmonger
Types: Action Reaction
Cost: $3
Trash the top card of your deck. You may trash the top card of your deck.
When any player (including you) trashes cards, you may reveal this from your hand. If you do, that player puts the trashed cards into his hand.
Basically, "trash one or two cards from the top of your deck" and "if you have this, you can sabotage the trash attempt and get them back in their hand". If we changed the Reaction to trigger on "a card" rather than "a set of cards", it'd make more sense. Another thing I see is that this becomes horrible with Cursers, since there's a chance that you can't trash them, though how likely is it that you're going to have this in your hand when they trash?
Carpenter
Types: Action
Cost: $5
Trash a card from your hand and gain a cheaper card, putting it into your hand. +$ equal to the cost in coins of the gained card.
When you trash this during your Action phase, +1 Action.
I don't see why the gained card should go in your hand, but it seems all right, I guess.
Necromancy
Types: Action Attack
Cost: $5
Choose one: Gain an Action or Treasure card from the trash, putting it into your hand. Play it immediately. At the end of the turn, trash that card; or each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.
When you gain this, you may trash a card costing up to $6 from the Supply if there is not a copy of it in the trash.
You wouldn't be able to play a Treasure immediately without ending your Action Phase, so that's an obvious problem. I also don't think that we need the Attack - the on-gain already does plenty for the card.
Ravage
Types: Action Attack Looter
Cost: $5
You may discard a card. If you do, +1 Action. Each other player with 3 or more cards in hand reveals his hand and discards the card with the highest cost in coins (you choose in a tie). If he discarded a Victory card, he gains a Ruins, putting it into his hand.
Basically Pillage if it hits an Action card. Doesn't seem too interesting.
Junkyard (A)
Types: Action Looter
Cost: $5
+1 Action. You may gain a Ruins, putting it into your hand. Discard any number of cards. +1 Card per card discarded. +1 Card per Action card discarded. You may trash this.
When you trash this, +2 Cards.
Much too wordy, tries to do too much.
Mortuary
Types: Action
Cost: $5
+1 Action. Look through your discard pile. You may trash a card from your discard pile or hand.
While this is in play, when you trash a card costing $2 or more, +1 Card.
This one seems legit - I especially like the benefit for trashing non-junk.
Pact
Type: Treasure
Cost: $2
Worth $0. When you play this, trash it. For each Pact in the trash, gain a Spoils from the Spoils pile, putting it into your hand.
When you buy a Pact, each player gains a copy of it (you get 2 copies total).
I can't say I like what happens when all the Pacts get in the trash and the Spoils run out.
Ferret
Types: Action
Cost: $4
You may trash this. If you do, +$ equal to the cost in coins of an Action card in the trash that you choose.
While this is in play, when you buy a card, gain a Ferret from the Supply or trash.
Interesting - the fact that it costs $4 almost always makes it a good play. I can't tell whether it would be better to say "while this is in play" as opposed to "in games using this" - I guess, thematically, that the Ferrets breed more of themselves in the former.
Incendiarist
Types: Action Attack Looter
Cost: $5
You may trash a card from your hand. If it is an
Action card, each other player gains a Ruins; Treasure card, gain a Spoils from the Spoils pile; Victory card, each other player gains a Curse.
Ruins and Curse junkers, like many other people have said, seem too strong, since they run out the piles too quickly. This one seems especially bad, since the cards you'd most want to trash (Victory cards) give the best attack (Curses).
Priestcraft
Types: Action Attack
Cost: $5
+$2. Choose one: Trash a card from your hand; or choose a card in the trash and each other player gains a copy of that card, putting it on top of his deck.
Again, as others have said, this becomes scary with Curses in hand. If this is a production card, it would definitely need the Sea Hag fix (discard the top card first).
Miser
Types: Action
Cost: $4
Choose two: +$2; gain a Spoils from the Spoils pile; gain a Silver. (The choices must be different.)
I'd probably want some other choice (such as +1 Buy), but other than that, the card seems to work fairly well.
Charter (A)
Types: Action
Cost: $4
+1 Card. +1 Action. Trash the top card of your deck. You may gain a card from the trash.
When you trash this, +2 Cards.
This is the most interesting one to me, in terms of the potential it has. However, right now, all that it does is trash the top card (activating on trash) and simply lets you gain the best card from the trash, whatever it is. I can guarantee that a Province will likely never stay in the trash - I don't see a reason why you would leave one in there unless there was a really powerful card in the trash such as King's Court (and I don't know why one would be in there, either).
...And that's all I have time to say for now. I might say more later.