Okay, finally getting around to this.
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.
The general idea of this is pretty cool, but the particular implementation doesn't make any sense. First off, it costs more than Throne Room, but is strictly worse than it. But okay, let's pretend that's not an issue, we re-price it at $3. The fact that it anti-stacks I think makes it a lot less interesting, because the decision of what to do with it becomes trivial after the first time you pick discard. And then when you think about it, if Militia didn't have the +$2, how often would it be better than a random card? Not too often, so I imagine the discard option is pretty solidly going to be the better option most of the time. So while I really like the idea of having an opponent choose whether you throne a card or do something else, I don't think the something else really works here, and the price should certainly be less than $4, not more.
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.
I can't quite decide how I feel about this one, but I think the negative outweighs the positive. I'm pretty sure I've seen this card elsewhere on the forum, but I don't remember where. Anyway, everything on this card anti-synergizes so much you just feel silly playing it, is what I think will happen. If you pick actions, you can save cards for later, but you just gave yourself more actions so that you wouldn't need to save those cards. If you pick actions and then cards (which feels like a normal thing to do), the saving becomes entirely useless, since you'll be drawing from the bottom of the deck. So if this top-decked cards instead of bottom-decking them, or even if it just didn't have the while in play part, it might be a cool card, but as it is it just anti-synergizes so much I feel like you'd hardly ever use the bottom-deck option.
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.
Probably a high-skill card. I think I like it. Of course it has a nice interaction with dual-types. My only real complaint about it is that it feels sort of disjoint (I don't think that's really the right word). It feels like the effects are sort of unrelated, but held together by this weird commonality. But anyway I like it overall.
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.
It's like a super Stonemason for actions. Might be okay, but I think this territory is already covered by Stonemason.
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.
Okay I honestly just don't see either of these cards being interesting enough to be worth introducing a new supply pile, even if space wasn't a consideration. I think with the contest set-up, space is even more of a consideration than it would be for a typical expansion, so I'm just not a fan of this.
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.
Hmm, I'm worried that there will be too many combination to consider. If you have only one action in your hand, then its AP is on the order of BoM, but with n actions, you have to consider O(n^2) possibilities I think. I think this is actually a big concern, since you'll really want this card in engines where you get all those options. Other than that I like it, but I just really think it will be too slow to play.
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.
Okay I already talked about this one. I don't like the clarification part, is my issue. But I'll respond to that in a separate post. I do think the card is reasonably good otherwise, and if an Action-Treasure were to exist, Intrigue would be the place for it. But I don't think it's worth doing.
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.
It's a creative reaction I suppose (with a thematic name too!) but it just shuts down attacks altogether. Like, you're just done when you play an attack. I don't think you buy attacks with Penal System on the board. I wonder if it'd be interesting if it discarded itself (or set itself aside) when they play an attack, and it just eats up another action (instead of effectively eating up all their actions). Actually I think that would be cool, but it would have all the same issues that this card has, just on a little smaller scale.
Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.
I think I like this a lot. It is probably bonkers. My concerns with it are that 1. it might be super strong and 2. It might be hard to track, though both of these I think are debatable and would need testing to determine how significant they really are. I actually think it'd be okay if this is really strong. There's a clear self-synergy, but it's not a self-synergy that discourages you from buying other cards, because it just makes other cards stronger. I think it's fun independently of how strong it is. Okay, and then it might be hard to track. I don't actually think it'll be too much harder to track than Throne Room though, because the drawing you just do right when you do it.
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.
Huh, I almost submitted this exact card without the supply rules to the Hinterlands contest last time (and with a different name of course). Then I had a version that top-decked itself and its copy, then one that top-decked itself and not the copy, then one that got a Duchy instead of a copy of itself so the pile wouldn't go so quickly, with all different combinations of top-decking itself and the other gained card. Anyway, I like it, but I think it fits a lot better in Hinterlands, and I don't really like the whacky pile sizes. Port can get away with it because it's obvious, you just pull out all the Ports and play with them all. I guess it's printed on the card, maybe it's okay.
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 the better Action-Treasure I think. I like that it's terminal as an action, because it gives you good reason to use the different options in different situations. It feels very Intrigue-y to me. I don't like that we didn't get a FAQ for this, although I think it's clearer how to play this without a clarification than how to play Pledge with a clarification. You just want to say something like, you can only play it as an action when you could normally play actions, and you can only play it as a treasure when you could normally play treasures.
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
Mm, I don't really like it, not sure why. It is strictly worse than King's Feast interestingly, but I think that's okay. I think it could just be choose one rather than reveal. Also there's no iron in the name, what's up with that.
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.
Sort of cute. With the VP it'll probably be very strong very often, like you might not want Duchy kind of strong. It probably adds a lot to the game. I feel like I should vote for it for that reason.
King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1
So this is sort of funny, I playtested this exact card (with a different name of course) a long, long time ago. (I'm assuming by the way that the "Action" at the top is just not supposed to be there, not that it's +1 Action or something like that.) Anyway, what I remember from it was that it was crazy strong but also that it had a ton of AP. Now this is back when I had no idea what I was doing, like I don't think I had played any expansions at the time when I played this card, so the crazy strong thing could just be completely wrong. However, I think even if it's not strong, it actually makes the game less fun to play, because you get exactly what you need whenever you need it. A card that has too much flexibility takes all the finesse out of engine building. I actually think BoM sort of has this problem, but probably not to the same extent as this does.
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.
So I know I've seen this card before and I think I know whose it is. I've always sort of had mixed feelings about it. It feels a little awkward to me, but I like that it encourages a new type of strategy.
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.
I think I really like this card. I like having a choice-based drawback, it's something that makes you feel like hey, why didn't Intrigue do that yet.
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.
I have really strong mixed feelings about this one. On the one hand, I really like how it's unique and encourages you to play a completely new kind of deck that nothing else in Dominion really does. What I don't like is that I think it'll feel super bad to draw two or more actions dead with this. I also worry that it'll discourage you from buying actions a bit, there's a question of whether it does that to an extent that it actually makes games less fun.
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 a creative idea for a new attack, that introduces way too much AP to be worth doing I think. You have so many options to think about, even if you know what you're going to pick because it's trivial (like they have two green cards), it's still a lot of drawing and revealing and choosing and it's just slow to resolve. The interaction with Tribute is pretty nuts.
Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card
+2 Actions
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.
Seems nice. It's sort of a lot of text for an effect that only happens a few times. That's probably the main thing holding it back for me, that it triggers later in the game and you probably don't see the Silver that much. I think it's too similar to Mining Village too actually, which I wouldn't mind probably if Mining Village weren't in Intrigue also.