So that's why my guess for "Imp" as a card name failed.
As mentioned before, the night cards can't be drawn dead.
Ghost town, when you redraw it after gaining it, is a shelter that becomes a Lost City next turn (ignoring the -1 in cycling compared to Lost City). Having a couple of those seems good anyway, but you can gain them at moments where you really want the duration effect next turn in particular.
Raider is kinda like Gold with an attack, except it can miss the shuffle more and applies next turn, so mid-turn gains of Raider aren't as great if you need the money now.
Devil's Workshop has the ability to gain Gold in a way that reminds me of Quest. The first few Imps are nice, but then they start getting in the way, and you can't choose to gain a $4 instead of you gained 2+ cards in the turn. Sadly, the night cards cannot be played with Summon. The first few Imps are nice, but then they start getting in the way, and you can't choose to gain a $4 instead of you gained 2+ cards in the turn. You can choose not to play the Devil's Workshop at least, and it's done good work for you if you gained 3-4 Imps with it.
If Imp is not an Action Supply pile, then an Adventures token cannot be moved to its pile, so that's sad too.