I went back and triple checked all the submissions to make sure I didn't miss anything. I have 19 total submissions! My thoughts on each are below (apologies to my awful formatting, still new to the forum lol):
Doom_Shark, entry: ExtortionistAction-Attack-Reserve ($5)
+$2
+1 Buy
Each other player gains a Curse to their hand. Put this on your Tavern mat.
When another player gains a card costing [$4] or more, you may call this to gain a Gold.
This seems okay strength-wise, slower than Soothsayer but provides extra benefits and has no opponent card draw drawback.
The call trigger seems like it may be tedious, as there can be many gains in a turn.
It also works poorly with cost reduction, but I think this is probably fine as you'll usually get enough curses out by the time your opponents start to stockpile many cost reduction cards.
kru5h, entry: CaltropsAction-Attack-Duration ($4)
At the start of your next turn, +2 Cards. Until then whenever another player plays a duplicate of a card they have in play, they take a Jinx token.
Jinx Tokens
Whenever you have 6 or more Jinx tokens, you return 6 and gain a Curse.
My first impression is that this is a very unique way of cursing opponents, which I like.
However it seems on the weak side. A main strength of $4 cursers is their ability to be obtained early on and start slowing opponents’ turns almost immediately. This card will frequently take 2-3 plays to distribute a Curse (which is 4-6 turns since it is a Duration). Perhaps adjusting the rate of Jinx tokens to Curses could help speed things up?
exfret, entry: MonocleAction-Treasure-Night ($3)
If it is your
Action Phase: +1 Card, +1 Action
Buy Phase: +$1, +1 Buy
Night Phase: Trash a card from your hand.
This seems reasonably good strength wise, since it is a non-terminal trasher that can later be cycled through or used as a source of +Buy
It is a little on the plain side though, as it uses mostly vanilla effects.
Aquila, entry: WardenAction Duration Reaction ($5)
+1 Action
Now and at the start of your next turn: +2 Cards, then put a card from your hand onto your deck.
-
When another player plays an Attack card, you may first play this from your hand.
I like this one!
It seems appropriate at $5 as the on-play is basically a Caravan with some extra sifting
The Reaction allows you to set up targets for trashing attacks, which can have some great synergies. Good counter to handsize attacks as well.
faust, entry: LegateAction/Command/Gathering ($4)
If there are less than 3VP on the Legate pile, add 1VP to the Legate pile and play a non-Command Action from the supply, leaving it there.
-
When you gain this, take the VP from the Legate pile.
This seems quite strong early on, as it can play powerful attacks or help spike purchase points (depending on what's in the Supply)
I like the risk/reward feel this card gives me, it can be strong early but runs the risk of clogging up your deck later on when there are no more Legates left to gain!
NoMoreFun, entry: SneakAction/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of any Buy phase, if the current player has one or fewer cards in play, you may play this from your hand.
This seems ok strength-wise, this looks like a variation on Caravan that gives you the cards now and the Action later.
The Reaction seems good for early game, but by the time players get multiple Actions out per turn it seems too difficult to make use of (this is exemplified with Duration cards such as Sneak itself).
arowdok, entry: StrongholdsStrongholds
(all Action - Victory - Stronghold)
($3) Settlers Stronghold: This turn, cards (everywhere) cost $1 less. You may play an Action-Victory card from your hand.
--
1 VP
($5) Secluded Stronghold: +3 Cards. Put a card from your hand onto your deck. You may play an Action-Victory card from your hand.
--
2 VP
($7) Splendid Stronghold: +$3. Discard the top card of your deck. If it’s an Action card you may play it, if it’s a Victory card +1 VP. You may play an Action-Victory card from your hand.
--
3 VP
($9) Stately Stronghold: Trash an Estate from the Supply. If you do, +2 VP. You may play an Action-Victory card from your hand.
--
Worth 1 VP per Stronghold you have
A Castles variation! Cool!
Overall these seem to be fairly strong, and they work very well with each other as well (similarly to Castles). Their ability to play each other is nice, and Secluded + Splendid make a nice synergy as well.
Stately Stronghold seems like it may be on the weak side in 2 player games, as there will be less Strongholds available to boost its score.
JW, entry: Greedy BlacksmithAction - Duration - Attack ($4)
Until your next turn, the first time each other player plays a Silver or Gold, it makes $1. At the start of your next turn, +2 Cards.
It seems pretty good strength-wise, with an engine that plays one of these a turn you are (usually) permanently hurting your opponents’ buying power by $1 or even $2.
It seems like it can be swingy early game, but probably not any more so than Militia is, so that doesn’t bother me too much.
Unjer, entry: TycoonAction - Attack - Duration ($6)
Gain a card costing up to $5. Set it aside face up (on this). At the start of your next turn, put it into your hand. Until then, other players cannot buy copies of the set aside card.
This seems a little too strong to me, as this can lock everyone else out of being able to buy Provinces with the right support. Definitely would want a “non-Victory” clause on this card.
Other than that I think it’s fine, as it does not block all gains of the set aside card, which allows for quite a couple of other cards (remodelers, workshops, etc) to counter it.
spineflu, entry: AltruistAction - Duration - Night ($5)
If it's your Action phase, +1 Buy.
Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it
Wow! A now and next turn (or non-terminal next turn) spin on Haggler!
This seems very strong, but I don’t think it compares too favourably to Haggler, particularly in how it is unable to gain several actions when buying a Treasure or Victory card.
The +Buy feels very appropriate for extra gains and not tacked on as a side bonus (we’ve all been there, myself included

)
mxdata, entry: Crown PrinceNight - Duration - Reaction ($5)
Set aside an Action card from your hand (on this). At the start of your next turn, play that card twice.
-
When you gain an Action card, you may discard this to set that card aside, playing it at the start of your next turn.
This seems quite good, especially for setting up megaturns with stuff like Bridge or Inventor. I'm also already a fan of Ghost so I definitely like the looks of this card.
I do think the adjustment of the price to $5 was a good choice, the reaction makes this card very flexible in what it can do.
grep, entry: PillowTreasure - Night - Reserve - $5
If it's your Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.
This feels quite weak for $5, being able to save a Silver for later might occasionally be useful, but with it being a Reserve it is susceptible to miss shuffles.
I think this could benefit from some sort of on gain bonus (like Spices for instance). Adding +Buy could also make it useful sometimes, but feels like more of a tacky fix.
MochaMoko, entry: Barrows⑤ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the game, set aside a card from your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set aside by this at the end of the game.
This seems like a very good, efficient “trasher” with some better late game utility.
I think $5 is okay, it does favour 5/2 splits but when compared to something like Sentry I don’t think this is any worse for that. The VP portion makes for a nice counter to Looters and a great synergy with Horse gainers.
4est, entry: StowawayNight - Attack - Duration ($3)
Set aside up to 3 cards from your hand face up (on this). Each other player gains a copy of one that you choose.
At the start of your next turn, put the set aside cards into your hand.
This looks pretty strong, definitely has some use later on for ensuring reliability when you have overdraw. Also good for spiking early price points like Church.
Junking portion of this seems a little on the slow side, as it only junks 1 card every other turn, but unlike cursers it will have a larger supply of junk to distribute.
emtzalex, entry: DOPPELGÄNGERACTION - NIGHT - REACTION ($4)
Trash this. If you did, gain a copy of any Action card in play. You may set the gained card aside. If you did, play it.
At the start of each other player's Night phase, you may play this from your hand.
This looks quite strong, but I don’t think it’s too favourable in comparison to Changeling, since this can only gain Actions.
The reaction feels sorta like a lucky bonus if you manage to draw one in your starting hand, but I like it, as it can prevent this stop card from slowing down your turn if it is in your starting hand.
fika monster, entry: Dark CarriageAction - Night - Duration ($5)
You may set aside a non-Duration Action card face-up. If you did, then either now or at the start of your next turn, play it twice.
This feels a little on the weak side. It can’t play itself like other Thrones can, and it can still be a dead card when drawn without any other Actions.
It does seem good for setting up reliable next turns, but $5 still feels high to me.
X-tra, entry: FieldAction - Duration - Victory ($7)
Gain a Duchy. At the start of your next turn +4 Cards, then discard 2 non-Victory cards (or reveal you can’t).
--
2 VP
This looks fairly weak to me. Because it’s a Duration, it’ll gain a Duchy every other turn at best.
The draw/sifting for the next turn seems pretty good in games with weak or no trashing. However late in the game you risk having to discard some strong Actions if you have trashed all your junk.
There are some interesting ideas in this card, but $7 is too much for what it does.
mandioca, entry: Drawbridge(Action-Attack-Reaction, $5)
+1 Buy
Draw until you have 6 cards in hand.
Each other player discards down to 3 cards in hand.
———
When a player trashes a card, you may play this from your hand.
The top section is pretty good but feels pretty similar to what Margrave does. The reaction also makes trashing your starting cards too much of a risk (I mildly dislike Goatherd for a similar reason). This is exemplified when using something like Apprentice to draw.
I think this card would be a lot nicer if the reaction was only based upon trashes that you do. This would give it a strong synergy with many trashers, instead of being conflicted with them.
mathdude, entry: EvanescenceTreasure-Duration-Victory ($5)
$3, +1 Buy
At the start of your next turn $2, return this to its pile.
2VP
This seems very weak to me. Stockpile is $3 and provides the same benefit this does on the first turn, and is Exiled, allowing you to get it back later a few times.
The VP also seems redundant most of the time, as this will almost always be returned by the game is over.
Interesting concept, but too expensive in its current form.