Thank you to everyone who sent in a card. This wouldn't have been the easiest round to design cards for, so it was very nice to see so many interesting cards that use the concept in different ways.
Ancient City: A bit too powerful.; very easy to play a lot of these and get all the actions you could ever want, and only the first one helps your opponents.
Cabin: A good card that really understands the idea behind the contest. However while I didn't rule out creating new tokens, but I didn't like "+1 Marketeer" - I felt like it added very little value to the card for a new mechanic. I suggest replacing it with "+1 Card" for discarding a Victory card.
Sorceress: I don't generally like $4 cursers, but this one seems more fun. It has the same problem as other cursers where you essentially have to buy it, even though you do end up benefiting from being the player with more curses occasionally.
Refresh: Looks interesting, fun and fast... maybe too fast? Its strength mostly seems to come from the other cards you use with it (like Chapel and Donate)
Forbidden city: I really like it. While your opponents could benefit a lot, maybe a bit too much, the card gets its strength from differences in intent between decks.
Prisoners Dilemma: Very clever, but doesn't seem like it makes for a fun Dominion card.
Mountaineering: Very unique, using the concept of non attack interaction as a "cost" for something that's otherwise free. Discard pile based mechanics often seem too much like luck for me to really get behind this card, but it works very nicely with other +buy in the kingdom to play the card you just gained.
Artificer's shop: I don't understand why it's not "up to $4". An interesting discard for benefit.
Real Estate: Too cheap for a cantrip junker and I don't like how it varies between plays
Bedtime story: Not sure why it's a night card. I would prefer different effects to treasure gaining to try out the very interesting Journey token mechanic.
Runner up 1: Potlatch by hypercube
A very interesting and amazingly simple card. I think it will mostly be used to bridge the $5/$4 gap. It does seem like it would run into a lot of analysis paralysis, and I'm not sure why the 2nd gain is compulsory. The slowness of the card itself is made up for by how quick games using it will get.
Runner up 2: Philosopher by scott_pilgrim
Although it didn't win, this is the card I'd like to playtest most. I like the uneasy pacts it would create between players to keep cards the way they are, but it does risk getting political in 3 player games - buying a Philosopher to sabotage one other player's deck in particular. I can see players getting irritated with each other, but I'm not sure how endearing it will be. Still, a $4 cantrip gives players plenty of chances to run out the pile.
Winner: Mason's Guild by faust
I'd like to playtest it to see how strong it is and when it's worth buying, but I really like the concept behind combining cards and the -1 card token. It isn't necessarily an easy decision but other players only need to make it once. Meanwhile you have a card that has very interesting interactions with itself.