$4 Action: Manor
+1 Card
+2 Actions
When you buy this card, place it on your Loyalty Mat.
This is a nice use of the Loyalty Mat (certainly my favorite of those seen so far, though I would use an on-gain rather than on-buy). I will raise issue with this complicating $4/$3 openings since players can choose to get a 6-card hand on turn 2. *Edit: Misreading on my part. This costs $4, so no problem.*
$2 Treasure: Ore.
+1$, +1 Buy.
When this card is in play, all Treasure cards cost $1 less, to a minimum of $0.
I understand this card, but do not understand the appeal of it. Buying lots of Treasures is a generically useful thing and playing decks filled with Treasures is honestly kind of boring.
Trader and
Masterpiece make the Silver-flood more interesting because it comes from one buy all at once. Ore asks that players spend a lot of time building up Treasures.
$5 Action: Crop Rotation
Set aside all cards in your hand with the same card type (Action, treasure, etc.). Draw until you have 5 cards in your hand, then return the set aside cards to your hand.
Because decks start with mostly Treasures, this will most commonly set aside Treasures to draw. In that case, it is a bad idea to add more Actions to a Crop Rotation deck because it dilutes the Treasure density and makes its overall draw-ability weaker. What I am saying is, Crop Rotation seems like it works best with Big Money and that is not terribly interesting.
$6 Action-Attack: Assassin
+$2.
Your opponent places their deck into their discard pile. Choose and set aside two cards in their discard pile. Shuffle their discard pile into a new deck, and return the two set aside cards to the discard pile.
This is a huge analysis paralysis trap here. Looking through multiple players' whole decks and deciding what the best two cards are in each-- and even ignoring that each player now has to shuffle his deck-- take a whole lot of time. I do not think it adds much to the game anyway: It just means that players will not get to play the fun cards that they have added to their decks.
Furthermore, because of the sheer accuracy of Assassin, it is entirely possible that it can keep cards pinned for the entire game. That is not much fun for other players. You might consider that other Attacks are not much fun for other players, but there is something they can actually do about them:
Swindler swindles random cards,
Pillage trashes itself and has limited access to cards, and
Knights encourage building a deck with more Silvers\low-priority-targets for them to trash. Assassin does no such thing, it just kills cards with no recourse or nuance besides "also buy Assassin."
$5 Action: Quest
+2 Cards
Set a card in your hand aside on the Loyalty Mat.
Putting cards onto your Loyalty Mat is very strong. It affords flexibility of pseudo-trashing and reliability when needed. Quest is so able and so flexible that it limits other card's abilities to put cards onto the Loyalty Mat. Think about how many
Peddler variants there are despite that there is no plain
Peddler given a flat cost: That is because putting a simple cost onto the effect would limit the design space that other cards could explore since their costs and abilities would have to be balanced around that number.
Quest is a powerful card that uses your concept in an intuitive way, but I think it is far too limiting on your design space. Consider putting some kind of qualifiers on the cards Quest allows players to place onto their Loyalty Mats.
$6 Action: Major Domus
Discard your hand and place your deck in your discard pile. If any cards were discarded this way, choose three cards in your discard pile and add them to your Loyalty Mat.
Needs to give permission to look through discard pile. See wording of
Hermit or
Scavenger.
This card is big and silly, especially after the changes to the Loyalty Mat have made this a sort-of
Tactician thing. I would reduce the numbers of this card, maybe discard some number of cards and put 2 cards onto a Loyalty Mat. That would help even out its power in average games.
$4 Treasure/Victory: Town Commons
+$?, +1 vp
This card is worth a $ amount equal to the number of Victory cards in play and in your hand.
This is significantly better than
Fool's Gold in a monolithic and unfun way.
Fool's Gold is still an interesting problem because players need to acquire them quickly and keep them colliding for the strategy to work. Town Commons does not care: having green cards or Town Commons is the difference between having money and having even more money.
$5 Action: Textile Mill
+2 Cards, +1 Buy
Trash a treasure card from your hand. Gain 3 treasures costing less than the trashed treasure to your hand.
So long as the trash is mandatory (which needs an accountability clause, by the by), Textile Mill will only ever be a card purchased in the mid-late portion of the game to opportunistically trash a Gold to swing-up to a needed Province. Players likely cannot afford to buy Textile Mill and flood themselves with Silvers or Coppers until the end of the game, and trashing Coppers probably costs too much momentum from a $5 card. If the trashing was optional, I do not think the card would be much more interesting or much different as players would still rather buy it later unless it was the only source of a needed draw or +buy.
I also worry about its interaction with Platinum.
$3 Action/Reaction: Monastary
+2 Actions
You may trash a card from your hand
If your opponent has three or more actions in play, you may reveal this card and set it aside. Gain a card costing up to $4. Return it to your hand at the start of your turn.
I hate this card because its reaction discourages Action based decks.
$4 Action/Attack: Excommunication
+$1
Each other player gains a Curse. Each other player may trash a card in their hand.
I do not like this card. This card is terrible in comparison to
Bishop. Each other player will basically get to trash the Curses from their hand for free and Excommunication becomes totally dead once the Curse pile is out.
Besides that, why not make a curser that puts a Curse onto each other player's Loyalty Mat? It is a simple and obvious effect that would make the cursing unique to other sets.