Thanks to everyone who submitted! There were a lot of interesting entrants in a category that was pushing at one of the oft-criticized parts of Dominion - low interaction. Good stuff.
Food Eating Contest: Unless I'm missing something here, you would always make the opponent discard their card? Unless the winning card is the only one that's discarded, and you as the active player choose regardless. I feel like there is a really interesting nugget of an idea here, with "contests" and victory tokens as prizes, but this card isn't polished yet.
Rising Tide: I LOVE THIS NAME! A rising tide can raise all ships, but it can also flood your house. Very cool implications there. I can't really think of a card that compares to this, it's a *super* interesting concept of ebb and flow hand-management. However, I think it is too good for $4. With enough of these, some enablers, and some smart hand management, you can make everyone including yourself draw to 6 or more, then discard down to 3 later, pretty consistently. Maybe making the attack portion only happen once per turn, but even that can be abused. If there was any engine potential on the board, I see myself choosing this over militia every time. But there is something here, I would love to see this card iterated or tested.
Whirlwind: So I technically only wanted cards but I'll give some thoughts here too.
I love the theme of this one as well, it's a turbulent action that leaves things disheveled, but it isn't a major interruption to the game. This seems really strong, I see myself trashing junk early game and cannibalizing good stuff late game all the time. But $1 just might be the right cost to pay for the privilege of doing all that. This seems really fun.
Landlord: I like this twist on the discarding attack. Discard one at max, if it's a victory card you get a nice bonus. That's cool. I'm slightly concerned that next to Militia, +2 Coffers is not strong enough when compared to $2 straight up. I am not the most experienced with coffers to make this judgement, but it seems to me like this falls on the weak side and needs a bonus. Maybe if they discard a victory card you also draw a card?
Night-Shift Counting House: This is such a weird-ass card and I love it! Another one where there are very few cards out there for me to compare it to. Scheme, but for your opponents? I love the implication of the frustrating bureaucratic red tape this Counting House puts the opponents though each turn, but it provides a real service if they can thin. This might end up actually being TOO good for opponents on a lot of boards, but if there's a real engine present on the board I'm not sure the NS Counting House would be the correct choice anyway.
Jailer: Another terrific and unique card. Their best card gets a time-out! Maybe misses the shuffle. Or gives them a really good turn - don't choose wrong. And just like it could give them a pretty great hand the turn after, yours is going to be great to with that delayed +3 cards. This is clean, thematic, and diving into interesting new design space. Great job.
Cardsharp: This is an interesting way to torture the opponent with a really nasty choice. Especially difficult if they know you *could* have more Cardsharps on the way on your turn. A part of me is inclined to say it's too powerful, because if they don't discard, it's only slightly worse than Mountebank. But if they've got junk anyway, they can mitigate the attack. If they've been junked a lot, they can really get a bonus. This card is funky to get my head around, but I think in a good way. The big downside to all this is that I could see it making games very sloggy - especially for newer players who might sacrifice practically their whole turn for that pretty shiny gold.
Cardinal: Feels strong. Slightly weaker on boards with shelters or ruinses or other cheap stuff you don't mind getting rid of. This also does get way weaker after curses run, as opponents can replace that copper with the next card in their deck. Overall, this would intimidate me on the table but I could see the balance working out. Solid card, and definitely fits the challenge well.
Hunter: This is so interesting and interactive. It makes a whole minigame of the pile! That makes it a little hard for me to envision exactly how it would play out, but I love every part of it so I'm guessing that the sum of those parts will be a very cool card. For my own clarification, are we putting literal victory tokens on the pile, and you can gain victory tokens by trashing the Hunter? (If so, that's really cool thematically too - collecting your prize.)
Criminal's Vault: This is simple and great, seems balanced, and is really interactive. I'm almost surprised that mandatory vaulting isn't already an attack in Dominion, it makes so much sense! Great design.
Vagabond: This feels pretty right on at $3. Not stackable, but very likely to either give you a nice bonus or harm the enemy decently. Can't build a deck around it, but as a night card it's not getting in the way of much either. It's a unique mini-payload option and I like it.
Pawnbroker: I like upgrading cards from play, I like upgrading cards from the trash, but I think the combination here does unfortunately make this pretty imbalanced beyond 2P. 2P is my jam tho so I'll look past it for now - I'd love to see this card in action. I can see really fun and punishing engines that involve turning my outdated engine components into tiny crises for my opponent to deal with.
Blackmailer: Another really interesting concept that creates a mini-game. I love these! Really interesting stuff happens as you acquire more of the pile too. If you are the only one with blackmailers, you can mark everything, and then as you stack these on your turn, your opponents are gonna have to discard a lot of actions. I suppose even if you're competing with others, this card is dangerous if the pile is gone and anyone is playing them in an engine.
Gallows: This is really good attack/interaction, but it doesn't feel right on a village to me. And having it cost exactly the same as Village doesn't feel quite right either, though it probably is technically the right cost. Maybe if the top-half was somehow more defensive against the bottom half I'd like it better.
Dark Acolyte: This is so intriguing because it is so obviously a remodel variant but it seems like it would play so differently. This card seems like it could either make games really slow and sloggy or sooo fast and aggressive, and I don't know what the right play would be more often. It doesn't feel quite right to have the same cost as remodel to me, but I recognize that it probably is correct. I'd be very interested to playtest this card, but I worry it would outclass remodel too much if they appeared together.
And the winner is.........
JAILER! By Aquila! This card is straightforward but opens up really interesting strategic play, using an attack that's a little bit different than anything else we have out there.
Runners Up:
Rising Tide
Night-Shift Counting House
Hunter
Criminal's Vault
Dark AcolyteThanks again to everyone who submitted. I know this wasn't the easiest challenge but you all covered such interesting design space!