a village/church/ vagrant hybrid. also the top card of the grounds (mixed)pile
2nd card of the grounds pile. it's last effect stems from the 3rd card of the pile's ability: money villaging
I don't know if this mechanic is viable, since it may be hard to keep track of, but this card introduces money-villaging, where you play or gain a treasure into play or under another card in exchange for more actions. this card on its own is pretty weak for its cost, but it's meant to sync with Track/Wreath to work as a village and buy-payload engine.
This card would be OP if there were 8-12 of them, but if there's only 4-5, and in a mixed/rotateable pile, its floor isn't as good.
A caravan-market hybrid treasure. i went with $5 over $4 since a card and $ with the caravan duration is stronger than caravan. The discard for gain is to allow the card to be recycled through the deck on every turn potentially. This is why the initial payload is weak for a $5 card.
a cheap payload engine card with a small risk
Cheap utility card that can sync with itself pretty well. I gave it $3, since it's basically shaman with a buy or a weaker caravan.
Seems a little strong at first glance, but the haven effect could be sometimes detrimental/ dull for a +1 buy card. I went with $3 to ensure it'd get run.
This is just a cheaper Lab with a binding
Lost city variant. i think it's pretty fair.
Cheap low-utility card with some deck cycling potential. if this was $3 it would be too risky. maybe a sneaky good card for some RNG payload for $2.
I think this is a pretty cool card. it doesn't block an attack, but does penalize the attacking player. this can stack on itself so it wants to get attacked, since it will draw cards when revealed. but it has no payload and must trash a card when actually played. so it's not just a sneaky cheap caravan. its cost is based on moat and caravan. it's worst than caravan for payload, and worst than moat in attack reaction. 1+3/2=$2. when there are no attack cards, it's just a worst Student.
the point of this card is to hopefully secure playing a haybale each time. haybale is a non-supply card like horses/spirits/loots
when combined with Wagon, it has some good deck-cycling and payload potential. but i think the coolest use of wagon/haybale is to use wagon to gain haybale in order to have a trash-gain engine. haybale can become a duchy or gold with most remodel cards, and wagon keeps the haybale supply going.
a spammable harbinger/ scavenger night card that isnt gained into your hand and doesn't really work well if you draw multiple copies into a starting hand. this could be super strong with deck cycling kingdoms and slightly weak without one. i gave it $4 since it has a double scavenger without an inherent payload, and is spammable like harbinger since its a night card
The point of this card is to sync with Mana and to counter attacks. The more Manas you have, the better Magi gets, since it's weak single-use payload is slightly weak for its cost.
This is not that great without a +buy or attack kingdom, but it offers flexibility in that you can gain a $5 card for free from Magi and trash/gain from it. otherwise, it's weak. i think it's strongest use is as a deterrent for others to play attacks.
I have more coming, i just want to post this before i accidentally delete or close something