Dying Village - I have no idea about balance, but I think it's a really great and unique idea for a card; especially a Village; one that gets worse each time you play it. I guess technically Margrave and Crossroads to this to an extend, but not as much.
Illusion and Paramnesia - Also a very cool idea to change the way other Cursers work. But I think it would be better if they didn't have the Curse type themselves... "Curse" is very unique in that is is both a name and a type of a card. But since it IS the name of a card, giving another card the type "Curse" is a bit like giving a card the type "Village".
Sanction sounds super strong. In the type of deck that's good for Envoy or Advisor, this is practically like +5 cards, +1 buy... for $3.
Plague Doctor - Oh hey, so it's this card. The only part I don't like is the "(this counts as playing an attack)". Even without that, you can still react to the reaction with another Plague Doctor, or with Watchtower, or Trader... this really only affects a few cards like Moat, Horse Traders, Secret Chamber, Beggar, and Lighthouse. Maybe I'm forgetting a couple... but it just seems like an unnecessary difference between this and buying and IGG or Noble Brigand, just for the sake of making it work with a few other cards. Alternatively, you could use the Young Witch idea, and allow players to reveal a reaction from their hand to avoid the junk. This would stop Lighthouse from working while making Fool's Gold and Tunnel work.
Paladin doesn't need "immediately". I have no idea how strong it is, it seems like it could get really crazy and hard to track.
Draining all the Crows sounds super good. Ironworks-Crows might be insane.
Closing Sale has some confusing wording... it sounds like it cares how many total cards you end up having bought, but that number isn't known until your turn is over. Is it intended to reduce costs by 1 each time you buy a card? Or the other thing?
Detain is sort of like a weird version of Cellar. Could lead to some AP problems. Neat idea.
Night Patrol is weird... most of the time, the attack won't do anything at all. Even if your opponent has played a Duration, you know that making him discard that Duration won't stop the next-turn effect from happening, right? Of course it applies to Gear and Haven, but that's about it.
Vacate... a Lighthouse that only works against some attacks basically. I guess it's intuitive that a set-aside hand can't be discarded from. But then to be consistent, you can't draw a card either. Or can you? You can still access your draw pile. But does the card go into your set-aside hand, or into your empty hand? I think all of that confusion would be removed if you said "set aside the cards in your hand" instead of "set aside your hand".
InQuisition is basically a super-Masquerade. Masquerade is a really good card; not sure we need a super version of it.