Scribe
Types: Action
Cost: $4
+1 Action, +$1. Reveal the top 3 cards of your deck. The player to your left chooses an Action card from the revealed cards. Discard the rest, then play that card.
The large amount of sifting makes it look more like a
Wandering Minstrelish+ than a
Bazaar-. I concur that this would be on the weaker-half of $5-cost cards but is surely too strong in the average case at $4 due to the guaranteed non-terminal nature of it.
Palace Garden
Types: Action, Victory
Cost: $6
2VP
Reveal cards from your deck until you reveal an Action. Discard the rest. Play it twice, trash it, and gain a card costing up to $2 more than it.
The order of this is wrong per
Distant Lands,
Island,
Mill, and
Nobles: List the Action effect, horizontal rule, and then the Victory value (colors are swapped too). This ought to follow
Procession's lead either skipping Duration cards or trashing them only when they leave play.
The only thing bad about
Remodeling Actions is that you don't get to play the Actions, but this plays them twice while
Remodeling them, and acts as the perfect intermediary to Remodel your $4 Actions into Palace Gardens that later turn into Provinces. That. Is. Bonkers. It would honestly be weaker if it cost $5 (though I'd reduce its Victory points to 1VP).
I think when you originally posted this it had to gain a Victory card and it lost that when you rejiggered the wording. Was that an intentional omission or am I remembering incorrectly? Only
Remodeling into Victory cards would be an improvement, but doesn't change the wild power of Out-of-Hand-
Throne Room-$4→Palace Garden to Out-of-Hand-
Throne Room-Palace Garden→Province. If it can only gain Victory cards, I'd still bump this up to $7 just because Palace Gardens→Palace Gardens is ridiculously good.
Sword
Types: Treasure
Cost: $5
When you play this, choose one: +$2; or reveal the top card of your deck, and play it if it's an Action or a Treasure.
I second GendoIkari that choosing between Silver and "Maybe
Village" is bad for a $5-cost. Changing as little as possible would be to make it a $5 Treasure-
Vassal (always produce $2, always discard, always play if an Action), but those changes emphasize the card's similarity to
Vassal, but without the excitement of the
Vassal→
Vassal dream.
Thematically it is odd, too, being a weapon that isn't an Attack (unless you mean "
Ceremonial Sword").
Machine
Types: Action
Cost: $4
+2 Cards. Reveal the top card of your deck. If it's an Action, play it, otherwise trash it.
"+3 Cards. Trash a bad card," is crazy at $4. "+3 Cards, +1 Action," is crazy at $4. "+3 Cards. Trash a good card," is awful at any price. The pass\fail of this card is too large a gap: It is too powerful to ignore and too random to control, which would cause games to degenerate into the flip of the Machine.
Clown
Types: Action, Attack
Cost: $4
Choose one: +$2; or each other player reveals their deck until they reveals an Action card. Then, you choose one of the revealed Action cards to play, leaving it there. Each other player discards the revealed cards afterwards.
This should probably be a Command card that finds a non-Command card so you don't end up with Clown→Clown→Clown, as unlikely as that might be to occur. Tracking could also become a headache if it plays Duration cards.
I think these sorts of Attack cards need some way to ensure that it doesn't just pull players closer to their shuffles. Getting a choice between +$2 and the Attack-and-Command effect seems kind of pointless, as you would never buy Clown if you intended to choose +$2. I'd either nix the +$2 completely or make the +$2 a choice instead of playing another player's card (the latter of which would make it invalid for the contest). I also don't like how much stronger it becomes in multiplayer for the added flexibility.
Maester
Types: Action, Command
Cost: $4
Name two differently named non-Command Action cards in the Supply. The player to your left chooses one of them for your to play, leaving it there.
Maester should "Choose two differently named..." instead of "Name two differently named..."
I think that too many Kingdoms will make this too safe. A lot of Kingdoms have a reasonable 2-card redundancy (choose
Journeyman or
Embassy) or a spam-friendly card (choose
Laboratory or
Journeyman) which make Maester an easy throw-away $4 buy which will circumstantially drag the pace of the game down as you're constantly choosing cards that another player also has to choose. A Potion cost might be a better limiter.