I'll call out the four biggest discrepancies between the community rankings and my personal list (that I've been updating over time; not the one I submitted).
CastlesCommunity Rank: 21
Personal Rank: 16
I have a better understanding of Castles now then when I ranked them in 2016. Rushing Castles is almost never a thing. Similar to
Fairgrounds, Castles are a sizable chunk of VP that rivals Provinces, but with advantages. Like Fairgrounds, they rarely come into play in engine mirrors that empty piles super fast, nor in low-economy sloggy money games. But Castles are usually worth going for in most other kingdoms. If there's a sustained greening period, and it's realistic to afford
King's Castle, it's usually going to make sense for at least one of the players to go for Castles. Like Fairgrounds, Castles encourage building a little longer (especially investing in more draw and/or sifting). But Castles have a distinct advantage over Fairgrounds, in that the early Castles do help your deck in some way. They're also cheap, and if you can gain 3+ Castles in one turn, you're in a really strong position to force your opponent to contest or lose to an overwhelmingly valuable King's Castle. Castles are solid, and currently undervalued.
FortuneCommunity Rank: 4
Personal Rank: 9
Fortune is super strong payload, but it's being overrated by the community. First, there are stronger payload cards:
King's Court (often),
Goons, and
Bridge, for example. And unlike King's Court and Goons, Fortune is rarely worthwhile in decks that can't draw themselves. Finally, there are kingdoms where Fortune would be great, but it doesn't make sense for either player to buy a Gladiator early, and the game will end before Fortune makes an impact. Fortune is strong, and it's always worth looking out for, but there are more impactful $6+ cards.
OverlordCommunity Rank: 12
Personal Rank: 4
Overlord is amazing! What's wrong with you guys? Overlord can always be purchased on turn 2, which means that you can always play the board's power $5 (e.g.
Mountebank) on your second shuffle (unless Overlord misses the shuffle). Opening Overlord is great with strong trashers that you don't necessarily want in your deck (e.g.
Remake,
Trading Post). Opening Overlord is a great way to have a risk-free chance at a double-terminal opening (e.g.
Ambassador,
Swindler). Overlord can be game-defining on boards where it's cost is relevant (e.g. Swindler,
Knights). But, in general, Overlord's flexibility is just super nifty. Add a few Overlords into a village + terminal draw engine and you'll improve your reliability a bunch. Overlord is great when a card's best and worst case are so different (e.g.
Library,
Conspirator). And, of course, Overlord's cost is relevant outside of the opening; if the kingdom is full of important $5s, turn two subsequent $4 turns into an Overlord instead, or get some use out of those $2 hands after you trash down with Remake, Ambassador,
Steward, or
Temple. Overlord is less good on boards with important Potion-cost cards, or boards where the key cards are likely to pile quickly, but those are a minority. Overlord is great!
DominateCommunity Rank: 10
Personal Rank: 19
I haven't played with Dominate as much as most of these cards, but I haven't been super impressed. Colonies are almost always relevant, because they add Platinum to the kingdom. But there are a substantial portion of kingdoms where Dominate just isn't a realistic goal. And even on boards where it is possible to buy Dominate, it doesn't always pay to build up to Dominate. Unlike Colonies, Dominate pulls from the same pile as Provinces, so a player who goes after Provinces a few turns before a player goes for Dominate might end up winning the with 6 Provinces. The Dominate player is at a greater disadvantage if there is a way to remodel into Provinces - or even mill them. Dominate is worth a ton of points, so if the coin payload is strong enough, and building is fast enough, it will be the, *ehem, dominant source of VP. But most of the time, this event can be ignored.