Nice cards and mechanics, which are quite balanced Imo One little note in reference of Lucky Coin: A when-trashed effect should never be $, it should always be a benefit like gain a card, card-draw and other thing that works also when the card is trashed in an opponents turn (I think attack would also be possible...)
My suggestion for Lucky Coin: When you trash this, each opponent discards a (or even 2) treasure card(s).
Really important with forager is that you HAVE TO trash a card. Thats excellent because when your opponent already bought some trashers you are on the right way with boosting up the trash with treasures because your opponent probably won't buy one.
Well, i just think you don't need such a card. When would you buy it? (except of Gardens/Vineyards or Scrying Pool thingies) You'll need many of them just that it sometimes becomes a village. Its like +1.5 Actions, because you need 2 of them to turn them into a village ( of course if you have 3 it's more...) But thats just my opinion
Nice cards, the idea of Conquests is sweet, difficult to say about balancing, but there will be much games you want to ignore them, I think But when the Pile is about 20 cards cards and the games is over when it's empty, you probably just want to spam conquest-gainers...(especially Field Medic, Heretics and Refugees) I think Advisors is too cheap. It's basically a peddler with choosing the card draw out of three and additional cycling. And I don't like Supply Train
There are a few synergies: Library (Draw to X in general): get $2 and redraw if you didn't figure out Double Tactican/Minion and all strategies that love vitual $ Maybe also nice with TR/KC, 4$/6$ and at least +1 card ( and also mysic self-synergies)