Compiling list of cards. I'll be done with this soon, and then I'll put in the comments afterwards.
Grand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.
Double gainer! You don't see that very often. Stonemason does it, Develop does it; but they need to trash something first. I think this is a strong card. I mean, if you want Workshops, this be good. Though -- yeah, it costs ⑥! So you gotta work for it. Of course it can also gain ⑤s. It looks much better than Altar at gaining Victory cards near the end. It's a fine card all around.
Violin
⑥ Treasure
+②
+1 Card per Violin you have
in play (including this).
You may play an Action
card from your hand.
I must admit I was confused by this for a long time until I noticed it was a Treasure. Whoops! Well, Treasures drawing cards is usually sad because you don't have Actions to play the Actions with. So Violin lets you play an Action. The draw portion of this card is awkward. Of course you don't want to be using it as main draw, because it's so hard to get going (and if you don't have an Action you want to play in hand, you've wasted an Action). So you're going to be wanting to be playing with drawing Actions, the standard fare of draw stuff. I bet there's some strange stuff you can do with Violin. It is technically a Village (gives ability to play terminal Action). It is a lot more interesting than I let on at first. I think it's kind of weak because of the awkwardness. Doesn't mean it's a bad card. I'm still iffy on the draw part. The complexity of how it draws sounds like it could be removed, and the card wouldn't be too different in power level. Not sure if drawing 2 cards from the start is a bit too much, though.
Knave
⑤ Action
Reveal your hand.
Discard a card per
Treasure you revealed.
Gain a Gold to your hand.
Simple Gold gainer! Most Gold gainers are card-draw negative because they don't gain the Gold to hand. This one can gain the Gold to hand, but if you have any other Treasures in hand, it's still card-draw negative. It looks tough to get Knave to not discard, considering you probably have lots of Golds in deck. I think it's weaker than most ⑤-cost Gold gainers. It's an okay card design though. Maybe there can be something more interesting added to it.
Greedy Heir
③ Action
+1 Card
+1 Action
+1 Buy
-
When you gain this,
take the Will.
Will - Artifact
4 VP
Artifact submission! Will... gets on my nerves. I don't really like Flag Bearer. This is different than Flag Bearer, though, in that the war only really matters when the game is ending. In 2-player, the swing of one taking the Will from the other is 8 VP! I'm trying to run through situations in my head; unfortunately I'm having trouble figuring out how this amount of VP works, along with remaining Provinces and all that. I'm currently convinced that 4 VP is a Probably Fine amount. It's kinda more than Duchy, so there's incentive to take it. After that, taking a Will from someone is even more VP. But it also lowers a pile and gives everyone +Buy, so that's something to be scared of. The endgame scenarios sound kind of complicated. I'm starting to like it, though.
Way of the Eagle - Way
Cards cost ① less this turn.
Very simple! I think it could have been an official thing. Props!
Sycophant
② Action
+1 Card
+1 Action
Reveal the top card of your
deck. If it's a Sycophant,
put it into your hand.
It's a Will-o-Wisp that only draws Will-o-Wisps. Or a Wishing Well that only draws Wishing Wells. This might have done well starting with a W as well. Just joking.
Anyways, since this can only draw when it reveals a copy of itself, it gives a couple of draw if you can shove a bunch of them into your deck. I think I remember a card similar to this, where the pile was slightly bigger than usual, and you gained an extra one when you bought it or something. It was named something like Wolves. Anyways, it's fine. It's kind of weak, but hey, it can give a bit of draw once you get a bunch. Maybe it's fine. I love Will-o-Wisp as draw, so why not this? Well if I can gain a bunch of these, it's probably nice.
Charge - Event ⑧
Once per game: Play the top card of each Action
Supply pile in any order, leaving them there.
Woohoo! It's okay we have Populate already, so what's stopping this, right? There are those games where it's just spike a pricepoint and win (sorta). I don't think it's the case with this card too much, because spiking ⑧ is a little hard when building, unless you already have a bit of control. Maybe there are some boards where this is super powerful. I don't think it's actually the case most of the time? I could be wrong about that. Lemme roll some boards real quick. Okay I did (6 or so). Just from a quick glance, none of them were really good boards for Charge. I could have been wrong about that too. There was one where it was net money because there was so much payload on the board. So this event can probably exist, but I wonder if it'll be fun/impactful much of the time.
Coin Collector
④ Action
+2 Cards
Choose one: gain a Gold,
and gain a Copper to your
hand; or play a Treasure
from your hand twice.
Gold gainer for ④! Well it gains Copper too. Compare it with Treasure Trove. Treasure Trove is stronger probably? Maybe? Mainly because this is terminal and Trove isn't. But Coin Collector looks pretty nice. Copper to hand is a lot better than Copper to discard. You've got some fancy Treasure tricks you can do with this sometimes, too. I think this is a solid (strong) card. I'm not sure if I'd put it at ⑤, but it probably isn't weak at ⑤? The Copper does hurt the strength of the Coin Collector, but that doesn't stop Trove from being a decently strong card. Coin Collector's Copper is a lot easier to trash too.
Bounty - Event ⑤
Once per turn: Gain a copy of each differently
named non-Victory card you've gained this turn.
Very similar in flavor/function to Commerce. Or it seems like it to me. This one gives you cards that you actually want though :jesterparody: I like it. It's simple and strong. I'm pretty sure I've seen the card before from you. It's a bit harder to activate than Pilgrimage because you need to gain a bunch of cards you want (and if you gained cards you don't want another copy of, well, too bad).
Factory
⑤ Action
+3 Cards
Gain a Factory.
To put it bluntly, I don't like this. I feel like Factory snowballs too much. Factory gains Factory, you buy a Village, you gain 2 Factories next turn, next turn you have 7 Factories and the pile's empty because you're p1. Okay maybe I should play a game or two with this to really tell. I would have asked you to defend your case for this concern, but I don't think that was within my feedback capabilities before judging. Maybe if gaining the Factory had a cost to it, it would be nice? (You may ____ to gain a Factory.) Not sure exactly what to put there as a cost, but that's my first thought to make this idea more appealing.
Charnel House
⑤ Action
+1 Action
Trash a card from your
hand. Draw until you
have 5 cards in hand.
I was going to say "this is a trashing lab, OP!" But we have Recruiter, and this is DtX, so it's a little different from a real Lab. I think it's interesting as DtX. It's a real strong card, but it probably has a right to exist. The function that it has as non-DtX and just being a pleasant Action-neutral card-neutral trasher kind of overshadows its awkward role as the core of a DtX deck. It's a fine card.
Mining Camp
④ Action
+1 Card
+2 Actions
-
When you gain this,
gain a Silver.
I think I've seen this card before! Anyways, it's a fine card, it's just kind of plain. I don't think Donald X. would make a card like this, but it can exist. I'm not sure what else to say. It's a Village+(*okay maybe you don't want the Silver sometimes) and a Silver+(*okay maaaaaybe you don't want the Village sometimes). It's cute.
Golden Goose
⑤ Treasure
②
Gain a Golden Goose.
You may trash this to gain
a card costing up to ⑤.
Like the other self-gainer up there (Factory), I'm kind of worried this will just do a snowball thing. I mean it's a bit harder to spam this because it's a stop card. I'm sure I don't know how to play with this card much. I'd use it as a gainer like Feast; I might also save them for gaining a bunch of Duchies. Not sure. I think I'd like it better if it had some kind of payment to get another Golden Goose? Like choose one: +②, or gain a Golden Goose.
Laborer
⑤ Action
Gain a card costing less
than this.
-
This costs ① more per
Laborer you have in play.
There was a lot of ink spilled over this card. I prefer just getting rid of the confusing thing with cost increasing and saying "Gain a card costing up to ④ plus ① per Laborer you have in play (counting this)." Anyways, it's a fine gainer. It can get big, but not as big as Inventor can (mainly because other cards can't take advantage of it.) It also can never gain itself. So that's kind of sad. In fact it makes itself harder to get if you play more. Maybe this was in your design intentions, so all this ink spilled was necessary. I think I'd try to add complexity to the card in some other way.
Thane
⑤ Action
You may discard the top
2 cards of your deck.
Look through your discard
pile; you may play an
Action card from it twice.
Throne Room that cares about discard pile. Well, it's certainly awkward because it might whiff. I wonder if the whiff is bad enough that it's good to allow you to cantrip instead of playing a card from discard twice. I think I'd prefer Throne Room in my deck than this card. Maybe this is even fine at ④, I dunno. If you do end up playing a card you like, it's like Throne Room +1 Card. Which is pretty nice, but again, only if you end up playing a card you like. The search space is smaller (assuming you start with an empty discard pile at start of turn).
Shared Border - Landmark
When another player buys a Victory card,
you may discard a Victory card costing
exactly ③ less than it, for +2 VP.
I don't think this is a very fun card. Like most Landmarks, I don't expect that it'll be impactful often. And when it does, it's mostly just luck. I mean yeah, you can seed your turns with a Victory card if you also want a higher chance to dud. Mostly, I don't really like Reactions from starting hand. They're hard to make fun imo.
Sentinel
④ Action - Duration
Now and at the start of
your next turn: Exile a
card from your hand.
+1 Card per ② it costs
(round down).
First thought is Amulet. I think it's pretty strong. It really makes sure you don't dud in the endgame: if you've drawn a Province in your starting hand, you're super happy. And if you have good cards in hand, you're sitting pretty. I think it's one of my favorite cards in this bunch. I don't think it's too OP at ④?
Jeweler
④ Action
You may play a Silver
from your hand, for
+2 Cards and +1 Action.
This feels very Stablesy, except even harder to collide. I believe another person already mentioned this. If you don't find this with a Silver, you're really sad. I think if this gained a Silver, it would still be kind of weak, but it would be decent (hey it gains Silvers if you want them). I prefer the wording "If you did" just to clarify that yes the +2 Cards and +1 Action is separate from the Silver.
Morning Walk
③ Action
+2 Cards
If you have no other Action
cards in play, +1 Action.
It's a simple card. If you want it to be a Lab, you need it in your starting hand. So either find a way to topdeck it, or have a couple more Moats in your deck. It's fine. The question between ③ and ② is tough. The card is fine.
Tutelage - Project ⑥
After you play an Action card, you may play
a cheaper Action card from your hand.
Wheee! I remember a Project from psly that was similar, but it let you play a card costing exactly ① more. This is a lot more flexible, though, so I think it's probably a lot stronger. I know you mentioned this, but I don't like that you can go to Hell and back on another player's turn, potentially. I'd prefer a "During your turns" clause.
Damaged Smithy
② Action
+3 Cards
Choose one: Take <1>;
or discard a card.
It's fine! +3 Cards, discard a card, is already a decent improvement over +2 Cards, I think. The flexibility is nice. I like it.
Peddler's Market
⑤ Action
+1 Card
+1 Action
+① per Peddler's Market
you have in play
(counting this).
I think the way this accelerates makes the split too sad to lose. 6-4 split is 11 coins of difference? I mean you might think that hey maybe there's just a pileout when the pile runs, it just gives so much money. By itself, it's still real strong I think. You might see a trend in these cards I'm pointing out; with Factory, Golden Goose, and Peddler's Market, they get bigger and bigger when you have more of them. Hey, would I like Bridge if it were submitted? Uh.... maybe not to be honest. I mean Bridge is a terminal stop card, so it's considerably harder to spam than these other ones.
I'm counting a total of 22 submissions! I'll double check to see if this is the case.
Edit: missed The Alchemist's Reforge and JW's Renovate.
Reforge
② Action
Play then trash a
Treasure from your hand.
For each ① produced,
get +1 Coffers instead.
It's a fine card. It trashes and help hit price points because of the Coffers. Well, it doesn't help hit price points much the turn it's in your hand. But it costs ②, I'm not expecting it to be Moneylender or Priest. I would word it something like: "You may play a Treasure from your hand, getting +1 Coffers instead for each ① it produces. Trash it."
Renovate
⑤ Action
Trash a card from your
hand. Gain a card costing
up to ② more than it, or
a card costing up to ④.
I don't think this is weak. Copper/Curse into a nice card sounds great. Yeah, it can't gain ⑤s from Coppers. We've all got limitations. It's a very simple twist on Remodel! I wish I'd thought of this. It's different enough from Altar, I think.