I've been playing Dominion for a while, but haven't really spent any time on this part of the forum. Anyways, I made a small expansion (12 cards). They're mountain themed. I'll let you guys figure out the play theme (if there is one).

Anthropologist is a card that can give you quite a bit of cantrip economy, but you have to keep junk around in order to activate it. It also gives you the option to take on more junk in order to keep it activated.

This card is really great, of course, but has the disadvantage that it's difficult to use it to kick off a turn, since you'll often have to discard one.

Note: This is a pile of 20. It's a really nice card for early game economy that doesn't slow your cycling, but over-buy it (or just have the game go enough turns), and the pile will run out, and you'll run out of chickens!

This is a (not too) friendly swindler. It's quite bad when it hits your coppers, but can be nice on estates. This can definitely be quite a strong card, but it's a stop card and it can be dangerous as well.

This is a thinner that can also be a junker. Not as oppressive as Ambassador, as it's really good on estates but underwhelming (though useful) on other cards.

This is an Outpost variant that basically plays a schemed (weaker, because it doesn't seek through the deck) Golem at the start of your Outpost turn. It does not stack, and costs 6 just because extra turns are super good, and this is a village so flipping over just a single smithy, for example is not bad. Arguably worse than Outpost at $6, but I think that's fine.

This gives a lot of cards and actions, but with the significant drawback of decreasing hand-size by 2 (including the card play). The bottom half makes it so it can score you two points as well, but with the draw-back of taking on a bit of extra junk.

This can be a whole lot of points, especially in a slog. Which is why it costs 5 and has the harsh on-buy drawback.

Underwhelming as a trasher, but the defense reaction bit is quite excellent. Probably a weak card, but hey, they can't all be strong and I think the interesting nature of the bottom half makes it okay. Could probably cost $2.

A simple village variant. Advantage over vanilla village is that you get to see an extra card (and potentially unlock things that need top-deck information).

This is just a smithy variant with a little twist.

It's a silver that costs $2! It also can change the atmosphere of the game by handing out a lot of coppers. Can even be used by a player who has more deck control in order to bury opponents.