Going through the ones that seem interesting.
Cultivate
Types: Action Victory
Cost: $5
+1 Action. Choose one: Trash a Victory card from your hand and gain a Treasure card costing up to $1 more; or trash a Treasure card from your hand and gain a Victory card costing up to $2 more.
This is worth 3 VP if there are at least 4 differently named Victory cards in the trash; otherwise it's worth 1 VP.
Ok, so basically trash an estate gain a silver; or trash a gold, gain a province. I don't think Duchy->Gold is useful that often, and silver-->Province has it's uses, but is still nichey. Don't like the variable VP because I have so rarely seen 4 different Victory cards in the trash. But if you manage that, it's a duchy, I suppose. Overall, eh.
Patrol
Types: Action Reaction
Cost: $3
Discard any number of cards. Draw until you have 5 cards in hand.
When you discard a card from your hand other than during a Clean-up phase, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
Really, really hard counter to Militia. Other than that it's really strong with Oasis, as it basically turns Oasis into Junk Dealer. Don't like the swinginess.
Tribal Man
Types: Action
Cost: $5
Gain a Spoils from the Spoils pile. Reveal cards from your deck until you reveal an Action card. Choose one: Put the card into your hand; or play the Action, trash it, and gain a card costing less than it.
When you trash this, gain an Action card costing at most $5 that is not a Tribal Man.
So kind of like a Golem that only goes for one card, and lets you kind of procession it or put it in your hand. Seems alright. Bottom is similar to catacombs and I'm betting the "not a Tribal Man" is so that it doesn't autopile on $5 + Watchtower. Don't know how much the Spoils adds to the power, but without it it seems a touch weak. Maybe balanced because of the spoils.
Disciple
Types: Action
Cost: $4
Look through your discard pile. You may reveal a Treasure from it and put it into your hand. You may trash this and another copy of Disciple from your hand. If you do trash two Disciples, gain a Savior from the Savior pile.
Savior
Types: Action
Cost: 0*
+1 Action. You may put your deck into your discard pile. Look through your discard pile and put a card from it into your hand. You may return this to the Savior pile. If you do, play an Action card from your hand three times. (This is not in the Supply.)
Seems way way too strong. Disciple is very quickly a terminal silver, and often a terminal gold. Then Savior basically gives you the strongest card not in your draw pile, and can be a one time KC.
Ravage
Types: Action Attack Looter
Cost: $5
You may discard a card. If you do, +1 Action. Each other player with 3 or more cards in hand reveals his hand and discards the card with the highest cost in coins (you choose in a tie). If he discarded a Victory card, he gains a Ruins, putting it into his hand.
Seems almost strictly worse than Pillage? I mean it does stack to play it twice, but I don't think I'd like the Victory card part because then I don't really get the discard part. Plus it wrecks your own turn more.
Junkyard (A)
Types: Action Looter
Cost: $5
+1 Action. You may gain a Ruins, putting it into your hand. Discard any number of cards. +1 Card per card discarded. +1 Card per Action card discarded. You may trash this.
When you trash this, +2 Cards.
Cellar variant? Seems strong. This in a 5 card hand, with say 1 action card, lets you get a 9 card hand? That's Mad(man).
Pact
Type: Treasure
Cost: $2
Worth $0. When you play this, trash it. For each Pact in the trash, gain a Spoils from the Spoils pile, putting it into your hand.
When you buy a Pact, each player gains a copy of it (you get 2 copies total).
Seems too swingy and generally unfun. I think.
Incendiarist
Types: Action Attack Looter
Cost: $5
You may trash a card from your hand. If it is an
Action card, each other player gains a Ruins; Treasure card, gain a Spoils from the Spoils pile; Victory card, each other player gains a Curse.
Seems really weak and swingy. Trashing an Action to give a Ruins is likely not a good idea unless that action is ruins, and that's kind of like Ambassador except worse and while Amb is strong it is still a $3 card. Trashing a copper for a Spoils is meh, it gives you $1 less this hand, gives you $2 more next shuffle, and then one card less after that. Seems week for using as a trasher. Trashing an estate to give a curse is obviously the strong part, but you only have 3 estates so matching them up is very difficult unless you have an engine, in which case you probably already trashed the estates. So it sounds interesting, but not balanced.
Priestcraft
Types: Action Attack
Cost: $5
+$2. Choose one: Trash a card from your hand; or choose a card in the trash and each other player gains a copy of that card, putting it on top of his deck.
So either trash a card, +$2, or (if you're smart about it) "Seahag" +$2. Don't like it.
Miser
Types: Action
Cost: $4
Choose two: +$2; gain a Spoils from the Spoils pile; gain a Silver. (The choices must be different.)
This is so so so close to being strictly better than Explorer.
Sacrifice
Types: Action
Cost: $5
Trash a card from your hand. If you do, +$2 and gain a Spoils from the Spoils pile.
Anti scaling trash for benefit cards are generally not a great idea. You already get the benefit of getting rid of the Copper / Curse / Estate. So I don't like this. Especially because it isn't restricted to one type of junk.
Iron Maiden
Types: Action Attack Looter
Cost: $4
+$2. Each other player with 5 or more cards in hand discards a card. If it is an
Action card, he gains a Copper; Treasure card, he gains a Ruins; Victory card, he gains a Curse. He puts the gained card into his hand.
When you trash this, you may trash up to 2 cards from your hand.
Seems way too strong. Treasure is >> Cutpurse. Victory >> quite a few cursers. Action >> Militia unless it's a ruins. The trash does go into their hand, and they can discard curses free, but it still seems to strong.
Condottiero
Types: Action Attack Looter
Cost: $4
+2 Buys. +$2. Each player (including you) may discard a Treasure. If he does, he puts his deck into his discard pile and immediately reshuffles. Each other player gains a Ruins.
When you trash this, look through your discard pile. You may trash up to 2 cards from your discard pile or hand.
Clarification: Each other player gaining a Ruins is not contingent on whether or not he discards; it just always happens after the discard and shuffling effects.
Super super super strong. +$2, +2 Buys would be boring but only semi weak at $4. This also has a good reaction and is a Ruin giver.
Charter (B)
Types: Treasure Attack Looter
Cost: $5
Worth $2. When you play this, each other player gains a Ruins, putting it into his hand.
Way way way too good.
Street Sweeper
Types: Action Looter
Cost: $4
+2 Cards. +1 Action. Trash a card.
When you trash this, gain a Ruins.
Way way way too strong. Lab with Upgrade (yeah I know it's not but it is for estates and coppers effectively)