24 Hour Warning!Get your submissions in now. Here is what I have so far (will add comments later). Please make sure that your submission is there and that it is up to date. Just as a heads up, I know I am going to be a bit busy. I will try to get to this ASAP, but this might take a couple of days.
Ruby by mandioca15
(Treasure, $4)
+$2
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When you gain or trash this, you may play an Action card from your hand.
A silver, with a little extra boost when you gain or trash it. Nothing flashy, but I think it's a nice and balanced card.
Nightmare by grep
The only entry that allows curses to be played. I think this has some interesting interactions. It doles out curses, but it doesn’t clog the deck as well. They can use the curse they just got to get some draw later. So it still clogs the deck, but not as much as a normal curse. And even after the curses are gone, you can use your own nightmare to make your curses horse gainers (but then you allow your opponent to do that too). Definitely an interesting one.
Tenancy by Kingreaper
As pointed out there is this kind of dilemma with pricing. The final version seems a bit weak for its price. I'm sure there are games where it will be worth it, but you need to buy this at least twice (and then buy some estates) to really make it worthwhile, and at that point I'd have to consider the opportunity cost of 2 $6 turns.
Interpreter by kru5h
It has some potential, but I think this is a bit too strong. Even a single interperter makes a whole turn very different. Most engines have some sort of virtual currency (and this card provides a way to get coin midturn as well). If all coins can now be used as actions, it makes it a lot easier to not have to worry about terminal collision. I think a more balanced fix might take off the bottom part, and allow you to convert coin to action when you play it, not during the whole turn.
Umarell by spineflu
The card is pretty straightforward. I like the interaction. If you can't pull it off, it's somewhat weak for a $5. If you can, it's pretty good. I like how just the presence of this card in my opponents deck might make me careful in keeping my handsize low (playing actions in the right order).
Misfit by NoMoreFun
Night - $4
Gain a card costing up to $4. If it's an Action, you may play it.
This compares well to Ironworks. They both don’t take actions if you use it to get an action (which is what you'll usually get with <$4). This doesn't get you any +$1 or +Card for treasures or victory cards (or more for dual types), but it allows you to play the actions you get. How useful an action is in your night phase, depends on the action card. Overall I think it's good
Wanderer/ Boomerang by Aquila
Kind of reminds me of vassal or herald. Has some interesting choices, especially with the opening. Do I play a boomerang by itself and risk my opponent stealing my boomerang from the trash? I think the interaction overall is ok, but I think it suffers from the fact that all of your wanderers depend so much on one card (presuming you don't steal one from someone else). It seems it will be very swingy. If I start my turn with a boomerang, my wanderers will be pretty strong; if my boomerang is at the bottom of my deck, I won't get to use my wanderers to their full potential. Worse if I trash my boomerang and my opponent takes it, his wanderers are better and my wanderers are weak. Even if you're careful to not trash your boomerang, with swindler this can be annoying if your opponent trashes your boomerang and then steals it.
Weaponsmith by MochaMoko
I've always liked fortress, and I think this a good addition. It's not too similar, but it's got the same flavor. I really like it.
Mad Hatter by mxdata
Tresure token seems like the more common route. It seems similar to lost arts, but obviously playing actions during your action phase works better than playing them during your buy phase. I like capitalism, so I like this card as well. It doesn't work for as many cards but at least you get to choose. I think anordinaoryman's Midas's Touch had a good idea of preventing you from putting this on provinces so you can't use mint or hero to gain provinces too easily. Either way the fact that there are interesting combos that you mentioned (like spice merchant) makes this a nice card.
Monarchy by X-tra
I think you said it well yourself; this is the missing link. The game of dominion is now complete.
It fits very well into the cards that already exist.
Politician by Chappy7
It's pretty simple in a normal game. The more victory cards you can play with these, the better they become. In games with action-victory cards they become even stronger. I can my windmills first so that all of my politicians are stronger, or I can use my politician to play my windmill, saving me an action. My gut tells me that this is too cheap for what it can do (even in a game without action-victory cards). With enough of these, they can become a strong draw engine by themselves.
Gaulish Village by Timinou
A village that lets you make use of that potion card clogging deck (or not clogging your deck if you're still using it). I feel like ghalish village and potion combo could be too strong (if it lines up), and at the same time, too swingy. I need those potions to line up with my GV.
Lender/ Repository by mathdude
Pretty straightforward. Repository makes lender worthwhile (without it, lender seems weak). It think the pile is good.
Night Preacher by Xen3k
I think this a well balanced card. Can be used to defend against junkers, and can also let you get gained cards immediately. I like this one.
Recruits by DunnoItAll
My instinct tells me this is too strong. Villagers are pretty powerful, but this $4 card could get you a ton to last you for a pretty long time. Two silvers would get you 4 villagers which can make your engine run way more smooth. Even 2 coppers can be a pretty big help.
Respite/ Nepenthe by emtzalex
I like the way these cards synergize. Respite will be a bit rough before you get to the bottom of the pile, but I think that's fine. Overall good.
Sandwich Shop by majiponi
cost $2 - Action - Reaction
+1 Action
+$1
+1 Buy
Take an extra buy phase immediately.
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When another player plays an Attack card, you may first play this from your hand.
I think this price is about right. Not a game changer, but it can be used for good effect.
Aqua Vitae by The Alchemist
This seems strong. Even a single copper turns this into a market. 2 coppers make this better than a grand market. That's just my feeling.
Burial Mound by faust
This card will usually have an upper limit on how much it can be worth (5vp). In most games it will probably be worth less (if some of the kingdom cards are non-actions, or not all kingdom cards are trashed). Considering how much it will be worth and how much effort you have to put in to making it worth vp, it seems like I would normally skip on it, even with the benfit of replaying actions.
Foreign Market by spheremonk
I like black market, but this rubs me the wrong way. First player will have a huge advantage if there's a coveted card to get. At least with black market you always have a chance of getting something worthwhile. And very quickly there won't be anything worth getting on the Foreign Market mat which will makes this card a terminal silver. If I get this to race to get a certain card and lose, it will be a huge setback. Besides, I think this makes AP more common since I'm looking at buying 12+10 different cards than just BM's 3+10.
Pillager by Shael
Similar to coven in a way. The reaction will most likely be triggered on provinces bc there aren't a lot of cards that are more than $6. I'd like it if it was cheaper. $6 just seems way too much for this. Compare this to cultist (only $5) which can quickly overun your opponents deck (rather thn exiling ruins) and get you draw.
Home Guard/ Cover of Darkness by Mahowrath
Cover of darkness seems a bit cheap for what it's doing (considering you can get $1 for all your unplayed cards). Home guard seems ok, but I don't think I'd ever buy more than one or two so I wonder if you'd ever get down to CoD. Irregardless of all this, I fail to see how this abides by the rules of the contest. I said that the start of your turn is considered your action phase for the purpose of this contest. The only way to play an unusually timed card is with an attack-treasure or an attack-night card (which is not that common). I'm sorry I didn't disqualify this before, but it was at the end of the contest, and I just noticed this while judging.
Prosperctor by fika monster
This seems too weak. If I use this on a copper, this is basically +$2 and give everyone a copper, which is weak compared to other junkers. If I use it on other treasures, I'm helping my opponents.
Midas's Touch by anordinaryman
I think this a slightly better version of mxdata's mad hatter. You took care of the province problem, and I think $4 is probably a little more balanced even if the action token isn't used on the rare token it would be helpful. Very good.