Sheriff +$2. Each other player puts the top card of their deck face-up onto their Sheriff mat. If it is a Gold, trash it and that player discards all other cards on their Sheriff mat. You gain all cards trashed this way. Cards on Sheriff mats are returned to their owner's deck at the end of the game. Action-Attack for $5.
A Thief variant on the right side of the law. Sheriffs will confiscate your enemies' goods until such time as they're able to pay a hefty bribe to get them back. Much like Thief, this is actively bad at the start of the game; it thins out their deck and doesn't benefit you beyond its +$2. Later on, it disrupts engines and takes cash from money decks. And, of course, they might not even *want* to get their stuff back, as it suddenly floods their deck back up with the crap that the Sheriffs had to that point been keeping in their cells.
It plays reasonably well. It's not a tremendously strong attack, but the +$2 is always relevant, and it can net you some nice cash later in the game.
Renovate +$1, +1 Buy. Reveal the top two cards of your deck. You may trash one of them. If you do, gain a copy of the other if it is not a Victory card. Discard the revealed cards. Action for $3.
Can be reasonably good in diverse decks. Safe at $3 as getting two early does very little good. The "non-victory card" rider is very much necessary. Copper into Colony is a bit swingy, otherwise. And as a side-benefit it allows you to potentially trash Copper on turn 3, if it turns up Copper/Estate.
Werewolf+3 Cards, +$2, each other player discards down to 3 cards. If a Silver was discarded this way, trash this. Action-Attack for $5.
A Smithy and a Militia rolled into one, but you're not going to have it around for long. The best comparison is to Pillage rather than Militia, to be honest - it's a disposable attack and was designed to be such. The original intent of this card was actually as a "Trainer". I've found that when people start out playing Dominion, after the initial "buy cards randomly" phase, they go through a long phase of buying only actions and ignoring cash altogether. The mere presence of Werewolf convinces many to buy a few Silvers when they otherwise would be buying Villages from turn 1, and surprises them with how useful cash actually is.
That said, this card is *slightly* political in multiplayer, as each player discards in turn and has to make the decision of whether to discard their silver or hope someone else down the line does it for them.
Baroness+$2. You may trash an Estate from your hand. If you do, gain a Duchy. Action for $3
A little bland on the face of it, and there are boards where it plays out that way. On the other hand, it does have some interesting interactions with a number of other cards, from Dukes to Barons to any of the various TfB cards out there, and works quite nicely in Gardens decks as emptying the Estates now has the possibility of emptying Duchies at the same time. And, in a vacuum, upgrading your starting Estates to Duchies isn't a bad move either on a board with no other trashing, especially attached to a terminal Silver. It might be worth looking at putting the gained Duchy right back into your hand, but the cases where this is relevant aren't common enough for the extra wordiness.
Redistrict You may trash a card from your hand. If you do, gain a card costing exactly $1 more than the trashed card. Each other player must either discard a card costing exactly the same as the trashed card, or reveal a hand containing no such cards. Action-Attack for $4.
It's a Remodel-Attack. This one still needs some tinkering and playtesting. It could possibly go up to $5 and upgrade by $2, but it becomes a completely different card by doing so (it reopens up the Gold => Province road, while denying opponents a Gold at the same time. This seems...strong). The current iteration starts out as a Cutpurse variant, offering you Copper trashing rather than terminal Silver. Later, it provides some disruption and minor upgrading. I'm not sure about it.