Scout: cost 4
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. If there are no revealed Victory cards, the player to your left chooses one of the revealed cards. Put that card in your hand. Either way, put the other cards on top of your deck in any order.
What I like about this is the new dynamic of player interaction and always getting at least one card from Scout. Often this card will simply be a Copper or a Curse, but that is still a useless card that won't be in your hand next turn. I can see how this can suddenly become a powerful card in a streamlined Chapel deck, but I like how as soon as it hits green it returns to its original function and does nothing further for you. It's a little swingy, but I do not think it is unbalanced. Its appeal is certainly broadened past simply its interactions with Harem, Nobles, and Great Hall. This is my favorite modification so far, so I am very curious to hear what you all think.
So I hate to be that attention-hungry OP, but I don't think anyone has commented on what my Scout buff actually does. We have discussed +1 card at the beginning of the play, +1 card at the end after putting cards back on top of your deck, and come to a consensus that both of these are too powerful. Setting aside the +$1 option (sorry, but I think this is pretty boring), what if Scout is still always drawing at least one card, but a card from among the 4 revealed that is chosen by your opponent?
And this only if it has not already drawn cards?Sure, this doesn't improve it significantly, but I'm looking to just make it a little more appealing and a little less of a waste. Not as good as the more expensive Cartographer, obviously, but that's a $5 anyway. Bonus: more player interaction.
I'm wondering too if it would begin to acquire an Advisor-like effect when stacked. But no playtesting yet. My wife isn't too keen on "house rules."