(Warning: this post consists of extremely disorganized musing.)
We unsurprisingly have a lot more variety in interesting mechanics this time around (IMO), and along with that (also unsurprisingly) more cards that are just broken, clearly mispriced, or seem hard to price accurately.
One bit of brokenness I felt like highlighting:
Betty
$4P - Action
+2 Cards
Trash any number of cards. If they are all:
Action cards: Gain a Duchy.
Treasure cards: Gain a [This Card].
Victory cards: Gain a Gold.
By a strict reading, and by the usual axioms of set theory, I can choose to trash nothing, and gain all three.
Robeson is strictly better than Chaplin, and I like the idea, but I'm having trouble deciding which is fairer for the $4 price point. The weird part that I *didn't* expect is that this is the first time we've had one submission strictly better than another at the same cost (that I've noticed, anyway).
I'm also surprised how few of the TFB cards offer +Buy, especially ones with potential to raise huge amounts of cash.
Hedy- Chapel is already one of the best cards in Dominion. Raising the price to 4 doesn't justify making it unstoppable.
Hedy still wouldn't see much use past the early game in normal situations, but consider that Chapel/Silver is a viable opening on many boards, and Hedy/Silver wtfpwns that.
I initially misread Mildred completely, and was gearing up for a rant about Turn 3 ridiculousness :/
Some of these cards offer potentially really interesting combos, and will do weird things when Throned or Kinged. (And then, some others are basically completely resistant to the effect of TR/KC.) Interesting stuff includes
* KC-KC-Spy-Beery-Beery, my topdecked Curse becomes a Colony, or my topdecked Colony lets me trash 6 Colonies from the Supply.
* TR-Ethel: an Estate in hand becomes a Gold and a Duchy.
* KC-Brook: you can put down cards, then return them, then put them down again, with the net effect that your third +Card is of your choosing from the original 5. But otherwise, this card almost certainly plays like a 1-shot super-Chapel that doesn't let you choose between Coppers and Estates (unless you want to waste time trying again putting crap back into your improved deck and then pray to drop something better) and doesn't become a dead card. Honestly, actually, I think it's already kind of broken because of that usage.
And finally:
Seems weak. You'd only want to gain good cards, but sacrificing them to gain one on your deck seems weak. I don't like it for $5. Maybe discard forge, gain KC? Discard Gold, gain Goons? But the discard penalty is still harsh.
Nonononono. Discard Witches, gain Caches. Gotta go with the memes.