I read cards here and here I cards that don't look good for me in from first two pages of thread
Thanks!
graveyard look really weak, with 5 you couldn't open with it and later it looks like too slow trasher. I don't see how one could use it for draw later as you need buys to get coppers which don't have to be in your starting hand. If it costed 3 it would be weaker version of amulet.
Yeah, +1 Card and trashing now and next is weak I guess. I'd consider adding +1 Card to both now and later.
fool - also looks overpriced, compare with tunnel and that without discard in kingdom this is weak like duchess.
It gives you 2 coin tokens, that seems on-par with Merchant's Guild? Maybe increasing the on-play to +

or adding a buy would help it.
arsenal - I disagree with argument that this is weak. Like coin of the realm or guide you could call this when your engine would stop because you don't have village/smithy. But this could cost 2-4 and it wouldn't affect its usability much.
It's usually +2 Cards at the start of your next turn, which is similar to Enchantress, but cheaper. I think it's fine.
widow - its masquarade pin on steroids, with engine possible everybody needs to go widow pin.
It's fixed in the newer version, it's an attack and it only targets hands of 3 or more cards.
refund - I would drop that, its too similar to temple and temple is better.
Maybe. I think it's different enough to keep for now, but if it's too weak I'm sure It'll get axed soon. It does have a lot of overlap.
revolution - is kc-thronability intentional or not?
Hmm, you might have a point, but basically any card gets out of hand with KC. Even if I did wan't to fix it, I don't know how to go about doing it. A moating for the opponent like Mountebank does?
dilemma - could you playtest it as it looks too strong for 4?
Yep, I hope to playtest these all, or at least get info from other people who did. A psudeo-silver action is probably an okay

, but this is more interesting.
royal demesne - also consider dropping, too similar to fairgrounds unless there are castles in play.
I think it's substantially different than fairgrounds.
fief - also not very interesting as its too weak version of groundskeeper.
Fair enough, maybe I'll change it back to Curse giving instead of +

.
college - its is stronger than wandering minstrel as you need only one to find action and it's more reliable, why is it so cheap?
Maybe. I just redid the card, so I can't comment on it's balancing.
ghost town - looks quite weak.
It's good.
wildfire - too similar to donate and I don't see situation where one could trigger reaction as getting 2 7-cost wildfires looks as a mistake.
Okay, maybe. I do agree in it's similarity to Donate.
exotic traders - why it needs chancellor effect?
To prevent you from getting the

this shuffle.
bullion - also too weak, for copper trashing it's much weaker than steward and doesn't shine much in late game.
It's not meant for Copper trashing, it's meant for turning Silver into Gold and Gold into Plat+. Maybe cheaper I guess.
demagogue - looks too strong one player could effectively pin another by getting two demagogues and naming village and draw, that he discards doesn't matter much, only as he played all his cards.
It's not as bad as you think. They always draw up, and it hurts you too. Often screwing over the other player will screw you over just as much.
debasement - doesnt make much sense, with moneyish game silver is better and getting these for engines to cost-reduce treasures, then trash debasements looks slow.
Yeah, I'll probably drop it soon.
maid - almost as ugly as baker.
? It's a good card.
study - worse than gold, duration 3$ now and card next turn you need two of these to get comparable effect as gold and caravan effect doesnt save it.
I just changed the art. It might be weak though. If you wan't to look into it more, see Enterprise by LastFootnote.