I don't want to be Mister Negative, but I am not super woo'd by these submissions in general.
Vizier
Types: Action – Attack
Cost: $5
You may choose an Action card from your hand. If you do, the player to your left chooses: either you play it twice, or you play it once and every player other than yourself discards down to three cards in hand.
Sounds interesting, but I am fearing that this might end up into politics. Especially in a four player game, where the two remaining players could have very different quality of hands and then try to convince him/her to either do A or B. I could be wrong in my estimate, but it's not an unreasonable prediction. In a two player game, I definitely like the concept.
Undertaker
Types: Action
Cost: $2
Choose one: +2 Actions and put any number of cards from your hand on the bottom of your deck; or +2 Cards.
While this is in play, when you would draw from the top of your deck, draw from the bottom instead.
A moat/necropolis with not a super relevant effect? Not overwhelming imo.
Tribunal
Types: Action
Cost: $5
+1 action
Discard a card from your hand. Reveal the top 3 cards of your deck, put the revealed cards that share a type with the discarded card into your hand, trash the rest.
This is an interesting card, but it doesn't feel very Intrigue to me. (It feels like a variant of Lookout/Seaside. Intuïtively, I associated it with Dark Ages, though.) I do like how highly technical the card is. Not for newbies, for sure.
Slanderer
Types: Action
Cost: $4
Trash a card from your hand. If it is an Action card, gain three Action cards costing less than it.
Seems like a pile control card more than anything else (especially in a universe where 'it's better to have one really good thing than several ok things'.) Not convinced this really adds much than that. (Again: also doesn't really feel Intrigue, imo.) I also don't generally like pile control cards that can 'cheapily' lower an action supply pile by three. Could be somewhat strategic in a universe with only one village and good enginge possibilities, but another word for strategic could be 'swingy' (think treasure map kind of effect; because you need Slanderer and 5/6 action card in your hand together.). I am not woo'd by something like that.
Shady Dealer
Types: Action – Attack
Cost: $5
+1 Card
+$2
Each other player gains a Swamp from the Swamp pile
Swamp
Types: Action – Reaction
Cost: $0
+1 Buy
You may discard a card. If you do, +1 card
When another player gains a Victory card, you may reveal this from your hand. If you do, return this card to the supply.
Setup: When Shady Dealer is in the Kingdom or Black Market deck, add the Swamp pile to the kingdom. Have 10 for two players, 20 for three players and 30 for four players.
Someone wants to make a terminal draw+coins work? Haha. It's a fun looter/attack kind, but I am not sure we need/want another kind to attack your deck.
Royal Tutor
Types: Action
Cost: $5
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card.
Clarification: The second card remains in the supply.
Throneroom marries band of misfits? Fun, original combination. I have a feeling (but always ignore people's feelings; only look at the evidence they present) this might turn out weird, but I have no good argument for it. So let's stick with 'fun' and 'original'.
Pledge
Types: Treasure – Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.
Worth $2
Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.
Slightly underwhelming. I have seen other cards with the same concept that I liked more. Especially the one shot laboratory seems a bit redundant. It seems I would rather just buy silver or other sources of draw.
Penal System
Types: Treasure – Victory – Reaction
Cost: $3
Worth $1
Worth 1VP
When a player plays an Attack, you may reveal this. If you do, that player may not play any more Action cards this turn.
Seems like an absurdly bad card for play play reasons. If this card is in the kingdom, and people start buying them, you immediatelly make attack cards completely irrelevant. I don't think that's the good way to go. This ignores (imo) the rule that you don't want reactions to hurt the attacking player, because then attacks just don't work.
Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.
Should probably be more expensive, because of the insane self-synergy. Having two throne rooms in your hand sucks monkey balls. Having 2 parades could be a blessing in disguise. And the more the marrier! The self synergy is fun, but that's why I think it should be more expensive.
Outskirts
Types: Victory
Cost: $4
Worth 2VP
When you buy this, gain another Outskirts.
Setup: Use 11 copies in 2-player, 15 in 3-4 player, and 18 in 5/6 player games.
Set up could use some explanation? I am not sure why (or when) I would bleed my deck with several of these, except by the end in stead of duchies? I like the idea, but I think it needs something interesting to make it anything else then 'just buy it when the end is near'.
Masons
Types: Action – Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2
This is a better variant of the concept than pledge, imo. A smithy that you can never draw dead (so it self-synergizes); seems interesting enough. (Not as much fun in a kingdom with both smithy and Masons, but still.)
Livery
Types: Action
Cost: $6
+2 cards
You may reveal a card from your hand; if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
I like the concept, but I am not sure how to price this card. It has more options than lab, so more expensive would seem ok and you always will get *a* bonus (like +1 and +1 card, especially in the beginning of the game). Later in the game (in engines) it'll be easier to use as a lab. Some cool options, so it's probably ok priced at 6.
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
I like Heir (which I consider to be of a similar concept) more than this particular one. My suggestion to tweak it would be a '+1 Action, +2 Cards, you may discard a victory card. If you do: +1 Action. Worthy 1 VP per empty supply pile.' and then prize it higher. Or not. After typing it, I am not overwhelmed either. I like the idea of vanilla + discard victory card get more bonus + worth 1 vp per empty supply pile, but the current one seems a bit to bland.
King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1
This is so Intrigue, it's like Pawn got a big brother! It could be a smithy, a peddler, a village, a lab and a bunch of other things. Flexible, but maybe a bit redundant if you already have Pawn.
Heir
Types: Action
Cost: $4
You may discard an Estate. If you do: +3 Cards
You may discard a Duchy. If you do: +$3
You may discard a Victory Card. If you do: +1 Action
Clarification: The options are independent and in order, meaning that you discard 0 to 3 cards.
I have already played with this card (in a duke game) and it's quite a fun card. It starts awesome, but by the end it sometimes looses it's fuel (when you have more cards and thus less victory cards). Very fun card, imo. (It also gives a reason to buy victory cards, which is always fun, imo.)
Counsellor
Types: Action
Cost: $4
Gain a card costing up to $5.
Each other player chooses one: he draws a card or trashes a card from his hand.
Meh, I am usually not a fan of bland 'get a card' cards, especially not if you can get cards up to $5.
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.
This is a very tricky card. Hard for me to imagine the kind of deck where this is a reasonable thing to happen. Intuitively, I'd say a Poor House effect would maybe be cooler? + X number of actions, minus one for every action card in your hand. I am not convinced of the card as is. Seems very niche at best.
Auditor
Types: Action – Attack
Cost: $3
All players draw two cards. Each other player reveals his hand. You choose two cards that they have to put on top of their deck.
This is rougher than it sounds. Ok, sure, you still have 5 cards, but they are your 5 worst cards. Also sounds slow to resolve.
Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card
When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.
Doesn't sound like a card I would buy a lot, and seems better in slugs? It's like a bad horse traders effect, imo. Not convinced.