http://dominionstrategy.com/2011/06/28/the-five-best-6-cards/This article's last sentence made me wonder about what everyone thinks about the sets now available and what you think are the defining cards of them. By defining cards I mean when you think about a set, what card comes immediately to mind as the best or most useful or most game warping one. You can nominate cards relative to only its own set or all sets at once, it's up to you.
Feel free to add explanations as to why you chose that given card.
My nominees are:
Base: ChapelI hesitated between this and Gardens, but I came to the conclusion that the first real trasher card (and still a very strong one) should be my choice because it changes the whole game by getting rid of all those junk cards you start with.
Intigue: MinionNo question here, one of my most hated/most loved cards of the set, it holds a special place in my heart.
Seaside: WharfTHE best duration card, and therefore the definer of the entire expansion imo.
Alchemy: PossessionAlso a love/hate relationship, this card can make people lose friends.
Prosperity: GoonsThe card that can give you the "Who needs green cards" award and massive points. Sure it needs support, but think about this: who remembers the other engine parts when getting crushed by Goons? They only remember the pounding of Goons after Goons and dozens of VP-s scored by them.
Cornucopia: MenagerieI just love this one, and it's always a very satisfactory feeling when you announce: "I have no duplicates in hand."
Hinterlands: SchemePure craziness, that's what this is. Sure, IGG is game warping too, but it's kinda dull. Not Scheme. It gives control you couldn't imagine before.
Promo: GovernorPromos are not a set, but I thought I should include every available card and among the five, this is the most useful.