Cheetah
$4 - Action
+3 Cards
Discard a card.
Reveal your hand. If you have no Silver in hand, choose one: gain a Gold and a Copper, or gain a Silver.
--
If you have any Gold in play, this card cannot be bought.
If you have any Silver in play, this card costs $6.
This should be too strong, especially as an opener. Discarding a single card out of 7 isn't a big deal most of the time, so basically it's a smithy that gains money. The buy restrictions shouldn't get in the way very often in big money games, so they probably add needless complexity.
Elephant
$4 - Action
+4 Cards
Each other player gains an Action card costing at most $4.
Should be changed to "Each other player
may gain an action card costing at most $4." +4 cards is much too strong for this to become a junking attack, too. When there aren't any cheap actions you'd want more than one or two of, this card is basically strictly better than smithy, and also stronger than council room. When there's a village on the board, you'd probably prefer most other terminal draw cards, so you don't build an engine for your opponent. When there's a village and this is the only terminal draw, I don't really know. Probably a super fast-paced game.
Hippopotamus
$3 - Action
Draw until you have 7 cards in hand.
--
While this is in play, you cannot buy Treasure cards.
Probably mainly good for fishing village/hippo style engines, but bad for big money. You probably wouldn't want to buy this often enough.
Rhinoceros
$3 - Action
+3 Cards
During your clean-up phase, draw only 3 cards.
--
When you gain this, you may place it on top of your deck.
Too weak. Drawing only three cards hurts way, way more than getting militia'd.
Lion
$5 - Action-Attack
+3 Cards
+1 Buy
Each other player with 0 or 1 curse on his [This Card] mat gains a curse on their [This Card] mat. If they do not gain a curse, they put all of the curses on their [This Card] mat into their discard pile.
---
At the end of the game, return all cards on your [This Card] mat to your deck.
Every three times you play it, it curses you twice. That's more often than torturer, on average. Plus, you don't have to chain it. Plus, it gives you a +buy. This card is probably too good.
Fossa
$5 - Action
+6 Cards
Lose your next turn.
Looks like a tactician reverse on the face of it, but I suspect it would play very differently. Really, this is only potentially viable if you can use it to draw your deck and you also have a source of +buy available. Of course, in many of those situations, you just use a smithy instead and not give up every other turn. Strictly worse than Bonobo (not that this is necessarily a problem).
Zebra
$6 - Action-Duration
Until the beginning of your next turn, for all other players, all cards (including in players' hands) cost $1 less.
Now and at the start of your next turn:
+3 Cards
Very strong. I'm tempted to say I like it. Maybe it ought to cost $7--think how often you pay $6 for wharf. Might give too big an advantage to the player who hits $6 first. With +buys, this would create very fast-paced games. In multiplayer games, cards will get stupidly cheap very quickly-- if the three players play two zebras each on their turns, the fourth can buy provinces for $2. Not sure if this would be fun or degenerate.
Wildebeest
$2* - Action
+3 Cards
+1 Buy
--
This costs $1 more per Treasure card you have in play.
Weak for big money because the buy restriction means you can't realistically pick this up before the first few reshuffles. I imagine it could be ridiculously good with fishing village, since it gives you the non-treasure coins to buy tons of these.
Leopard
$5 - Action
Reveal the top 4 cards of your deck. The player to your left chooses to discard them or return them to the top of your deck.
+4 Cards
The most obvious comparison is envoy. I'd guess this card is stronger on average, so the $5 price point is correct. Probably balanced.
Giraffe
$4 - Action
+4 Cards
Discard a card from your hand, then shuffle a card from your hand into your deck.
As others have noted, the shuffling would be a huge pain in a real-life game. Otherwise, this looks a lot like a mini-embassy without the benefit to your opponents. Very strong.
Okapi
$5 - Action
Name two cards. Reveal cards from your deck until you have revealed two cards that you did not name. Place those two cards into your hand and discard the rest.
I think I like it. Should be better in big money than in engines. If all you have in your deck is silver, estates, copper, and two of these, name copper and estates and it'll draw you $4 most of the time. Or you could buy several of these, name okapis, and never draw them dead.
Hartebeest
$5 - Action
+3 Cards
While this is in play, when you buy a card, if it is a Victory card, trash a copy of the card from the supply. Otherwise, trash two copies of the card from the supply.
Designed to help end the game on piles. In general, that should increase player 1 advantage or advantage to the player who is already ahead. Could get stupid in multiplayer.
Jackal
$6 - Action-Attack
Each player (including you) reveals the top 4 cards of their deck. Your opponents discard any card of your choice, and they place the remaining 3 on top of their deck in the order of their choice. You may discard any number of cards from your own deck. Place the remaining cards on top of your deck in the order of your choice.
+3 Cards
Too good. The attack could be brutal when played in multiples (especially in multiplayer). You could easily have your turn nuked. The sifting effect is very strong, too.
Aardwolf
$3 - Action
Reveal cards from your deck until you reveal a Victory card. Put the Victory card and one other revealed card of your choice into your hand and discard the rest.
If the first card you reveal is a Victory card, put it into your hand, then +2 Cards.
Should be very weak in a big money game. Most of the time, you'll reveal a few coppers, maybe a silver, then hit an estate. It only gets weaker as you green, too. In an engine, well, it'll be a support card. You probably need to be swimming in +actions to make it viable.
Impala
$6 - Action
Discard any number of cards, then draw up to 7 cards in hand. You may trash a card from your hand; if you do, +1 Card.
Sort of like a superjack. So resilient to handsize attacks and cursers that you might choose not to buy either, although the pricetag ensures you'll get at least a few hits in before your attack can be countered. Not totally sure this is too good, but it probably swings the balance in favor of big money.
Eland
$3 - Action
Reveal cards from your deck until you reveal 3 cards costing $4 or less.
Put all revealed cards costing $4 or less into your hand and discard the other revealed cards.
Sifts your high-value vp cards for you, although it doesn't like gold. You could put together a very good engine using this card if the components are cheap. In big money, it might actually be better than smithy. $4 is probably the right cost, but I like it otherwise.
Lemur
$4 - Action-Attack
+3 Cards
Put one card from your hand on the bottom of your deck.
Each other player draws a card, then puts cards from his hand on the bottom of his deck until he has 3 cards in his hand.
Far too good, and too much like ghost ship.
Mandrill
$4 - Action
Reveal the top four cards of your deck. Put two into your hand and discard the others.
Pretty good but not too exciting.
Oryx
$5 - Action
Draw 3 cards from the bottom of your deck. You may put a card from your hand on top of your deck.
At first I thought drawing from the bottom of the deck was a pointless gimmick, but then I realized drawing from the bottom lets you topdeck several cards to set up your next hand if you chain these. That actually sounds really cool if you can pull it off. I think I like this.
Bonobo
$5 - Action
+3 Cards
You may draw up to three additional cards. For each card drawn this way, discard a card at the end of your clean-up phase.
Should be satisfying to play. If you fail to draw what you needed with the first 3 cards, you can try again for a price. As others have noted, this would be strong against handsize attacks. Not stronger than library in that regard, though. In engines, you could use this to draw 6 cards each time, effectively sacrificing your next turn. Bonobo/haven would be a fun and very powerful combo, now that I think of it. This card is strictly better than Fossa (again, not necessarily a problem).
Hyena
$6 - Action
Reveal the top 7 cards of you deck. Put 2 of them into your hand and discard the rest.
Probably would work better at $5. I'd almost always rather have an embassy.
Camel
$5 - Action
Gain a card costing up to $5, putting it on top of your deck.
+2 Cards
Too good. One Armed Man said it pretty well.
Duiker
$5 - Action
+1 Buy
Draw until you have 7 cards in hand. You may set aside up to 3 cards drawn this way, as you draw them. Each other player draws a card for each card you set aside. Discard the set aside cards after you finish drawing.
Too good for your opponents. Maybe if you changed it to "Each other player draws a card and discards a card for each card you set aside."
Kudu
$5 - Action
Draw until you have 7 cards in hand. You may nominate a card name, that, as you draw them, may be set aside; discard the set aside cards after you finish drawing.
My favorite of the library variants. Pretty solid.
Meerkat
$4 - Action
Discard a card.
Choose a card from your discard pile and put it on top of your deck.
If there's no card in your discard pile +4 Cards; otherwise +3 Cards.
Much too good. Topdeck gold, draw it, repeat with the next meerkat.
Baboon
$5* - Action
+3 Cards
+1 Buy
--
When you buy this card, place it and one other card you have currently in play on top of your deck.
--
When you buy this card, you may pay $3+P instead of $5.
Very strong, I think. The alternate cost is interesting, but it feels like it ought to go with a potion-related set. Not that that's a big deal for fan cards.
Gorilla
$2 - Action
Reveal cards from the top of your deck until you reveal 4 Victory cards. Put those Victory cards into your hand and put the other cards back on top in a random order.
I guess it's technically a terminal draw, but in practice it would feel like a "deck improver." Combos pretty well with harem, but it's probably not fantastic otherwise. In real life games, the shuffling the card requires would be a problem.
Badger
$5 - Action
+4 Cards
Put 1 or 2 cards from your hand on top of your deck.
Super courtyard. Very strong for big money, probably too strong.
Pangolin
$6 - Action
+3 Cards
+1 Buy
Choose one: +1 Card; or +$1.
Pretty reasonable, I think, but not terribly exciting.
Waterbuck
$3 - Action
+2 Cards
Reveal cards from your deck until you reveal an Action card. Put the Action card in your hand and discard the other revealed cards.
Weak for big money, but ought to be better than a smithy for a lot of engines. Could be ridiculous with tunnel.