Might as well do this since everyone else is. Thoughts on cardses!
Coin of the Realm: Awesomeness incarnate. One of my favorite villages. I'll take the pile, please.
Page: I can see Treasure Hunter getting ridiculous in Feodum games, and Hero is kind of ballsy, but I really, really dislike what Champion does to games. It's like, as soon as everyone has a Champion, nothing that normally matters in Dominion matters at all. There are no terminals, there are no attacks. Just do whatever the hell you want. Harrumph. Get off my lawn!
Peasant: Much better. Soldier's discard is a better attack than Warrior's trashing, Fugitive is a decent sifter, Disciple is ridiculously awesome, and Teacher is my bro. Let's go put an Action token on Hunting Grounds, dawg.
Ratcatcher: I like it. It's definitely slow, and you definitely need more than one. Certainly not as weak as some people on here would have you believe.
Raze: I like this as well. Finally, a useful trasher that gets rid of itself when it's no longer needed. Though why the hell is this guy ripping up wallpaper in the art?
Amulet: I'll take two.
Caravan Guard: Me likey. I'll take a bunch, and play them all whenever you attack me. Free money this turn!
Dungeon: Definitely better on the second turn.
Gear: Meh. I'll have to play with it some more to see if it's all that good.
Guide: Pick up one (or two, but no more than that) if you don't want a Silver. Save it for when you need it. If you use it at least once, it was worth it. Goes well with Ratcatcher.
Duplicate: It's growing on me. Make sure you get use out of them, and don't just let them sit on your Tavern mat so you can get five Duchies on your last turn.
Magpie: Pretty baller.
Messenger: I suspect this will be sort of an inverse Rebuild - more interesting than its power really deserves.
Miser: Me likey. Hoard my Coppers and get rich! And unlike Moneylender, those Coppers still count towards Gardens.
Port: Delightfully silly and just all kinds of awesome.
Ranger: Get two. Or at least even numbers.
Transmogrify: I suspect this will be middle of the road in terms of power.
Artificer: This one's pretty awesome. Combos nicely with Haunted Woods, which gets you to just the right handsize.
Bridge Troll: Get two. Or three. Or four. Bridge now, bridge later? Sign me up!
Distant Lands: If you're going to go for them, really go for them. Hit that pile.
Giant: FEE FIE FOE FUM I SMELL THE COST OF DOMINION CARDS
Haunted Woods: Better than it at first looks.
Lost City: Honestly, the penalty is overwhelmed by how great this card is.
Relic: Hehehe. I like this one. I particularly like buying a Lost City after playing one.
Royal Carriage: All sorts of awesome. It can never be drawn dead! It can stack on the same card! Can't do one-shots, though.
BUT IT'S PURPLE
Storyteller: Tricksy. Likes engines... that have Treasures in them.
Swamp Hag: Quite nice, but would be better if Adventures didn't have quite so many ways to avoid buying cards.
Treasure Trove: I can appreciate its BM-ness. I certainly like it better than Cache. I really want to play it in a Gardens game.
Wine Merchant: I like this guy. Look at that adorable troll-face. Card's not too shabby, either. Money makes the vorld go around...
Hireling: FOR THE REST OF THE GAME is quite nice.
Alms: Use this for a 4/4 opening! Or better yet, a 5/4 opening! Never buy anything costing less than $4 again! Plays well with cost reducers.
Borrow: Makes openings... interesting.
Quest: Niche.
Save: I'll just save that Moat/Treasure Map/Throne Room for next turn. It's like Haven, except optional. And cheaper. Which is better.
Scouting Party: Eh, I'm not really sold on the 3 card discard being mandatory. Maybe if it were "up to..."
Travelling Fair: ONCE A YEAR WE THROW A PARTY HERE IN TOWN
Bonfire: Now burn the Coppers, Ralphie! Burn 'em all!
Expedition: Delicious, if you have an extra buy. Definitely something I'd buy on a Mission turn.
Ferry: Best thing since sliced bread. Open Ferry/Goons. Hell, Ferry/Hireling, then move the Ferry somewhere else. Definitely better on a 3/4 opening, rather than 4/3.
Plan: I'd only use it if a board had no other trashing.
Mission: Handy, if you have useful things to do that aren't buying.
Pilgrimage: Eh, don't think I'm a fan of wasting two buys for this. At least I only have to buy Ranger and Giant once.
Ball: Good against Swamp Hag/Haunted Woods. Mediocre otherwise, methinks.
Raid: Feodum games? Excellent. Big money games? Not too shabby. Engine games? Go away.
Seaway: This seems well-balanced, and something I'd use regularly.
Trade: Bonfire is better, honestly.
Lost Arts: Me likey.
Training: Me likey, though not as much as Lost Arts.
Inheritance: Craziest batshit thing ever made, but seems like a hell of a lot of fun.
Pathfinding: Expensive, but probably worth it if you have a good target. The question is, do you put this on your "Village", or your "Smithy"?
Overall impression: