Vinter - fragasnap
Seems like a very playable card. I like it, though maybe it's too cheap.
Rectory - spineflu
Too random and out of your control for a trasher. If one player gets to trash 5 junk on turn 3, and the other player gets to trash 1 junk and 1 good card on turn 4, clearly the turn 3 player has a huge advantage. I don't like that.
Wager - X-tra
It's pretty cool to have an unlimited drawing card, but I think there's too many restrictions on this one. Plus, it should cost more than Village.
Scullian - LordBaphomet
Seems like it should be a duration card. The effect seems reasonable and nice, albeit kinda low-impact. I think I'd prefer if the artifact were harder to get so that it doesn't ping-pong between players every turn.
Cleric - FlyEaglesFly
This is a very strong card. Like Chapel, it trashes quickly. Like Masquerade, it doesn't give up much buying power when using it. Honestly though, I'd prefer something like "+2 Coffers or spend your coffers to trash that much". That would be more more unique compared to Chapel and Steward.
Consignor - Scolapasta
I'm guessing "cheaper" is referring to the gained card's cost arnd not Consignor's cost. It's a neat effect, but seems weak. Camel train is not a very strong card either, but I think camel train would be faster than this. The debt cost is just to high compared to other gainers which do it for free.
Statute - mandioca15
It's a better border guard in the worst case, which is already a good effect, so maybe a bit strong. I like this card, but it needs tweaks.
Viaduct - JimJammer
This card is a better-than-chapel trasher, so you obviously want to open with it. I like the changes you made to this card, but I don't see it being very different from how Chapel or Donate plays.
Foundation - Artless
Pretty cool to see a Landmark entered. It's an alright card too, but I wish it had more built-in interaction between players.
Cull - anordinaryman
This card's pretty dang nifty. It's random, sure, but it's also skillful enough to make the randomness fun. The only thing I would change is to allow putting the cards back on your deck when you fail. That way, you can play a second cull to draw some of them. Also, I'm not convinced the trashing clause is necessary.
Dowry - D782802859
A well-made event. I think this one is very playable, but I do slightly prefer the version that costs $2 instead of $1 more.
Farmer - Rhodos
Plough looks great. It can be hard to come up with heirlooms, but I really like plough. Farmer doesn't excite me much though. It's just too similar in strategy to Harem, and I'm not excited by Harem either.
Feudalism - Segura
Nice little village-gaining project. I like it.
Craftsman - Something Smart
It's true it's very similar to Artificer, but I like this card slightly more. Still, not exactly a new idea.
Accountant - gambit05
Cool, creative card, but I prefer the version without text in parenthesis. If that verison is too good, I'd rather see it be nerfed in more elegant ways.
Maritime Trade - Marpharos
For $3 you get to turn all your actions into woodcutters. Very nice effect, but man it just costs too much for how little coin in generates. But it's still cool when this is the only +Buy.
Bankrupt Smithy - Majiponi
Nice, simple card. I like it.
Landscaper - Barbarossa41
A unique VP gainer. Only issue is that I prefer VP gainers to be bounded - if they can go on forever then games can drag or stalemate.
Burgh - alion8me
This is a cute little village. I like it a lot, though I wonder how confusing it gets when you start chaining these.
Pact - grrgrrgrr
Fun concept and a very nice use of the villager concept. It does debt well too, for it's expensive but not something you want on the first shuffle. And the "any number" part is truly unique.
Fabulist - Jonatan Djurachkovitch
Hmm it's a bit too complicated I think. I would prefer a version without the $ effect. I do like the top-of-deck setting aside though.
Wee Folk - chronostrike
Very cute card, but I worry it gives too many actions for discarding victory cards. IMO I'd rather see the original version with +1 Action tagged onto the top. Good job with this one though.
Fyrd - grep
Huh this is a wacky one. I guess you want to trash Copper, Estate, and a Fyrd with it, then gain another Fyrd for the bonus? But that's a little random in the opening.
Census - faust
Interesting take on "any number". Dunno how playable it is though - it really requires an extra buy in the kingdom, and duchy just isn't something you want much even for $0. And it's quite random.
Farm - Aquila
With two of these babies you can keep the green out of your deck forever. It's nice, though admittedly made less interesting by the introduction of Exile.
Way of the Snake - NoMoreFun
A nice, simple way. Don't see any problem with it really. Nice card.
Angry Mob - Xen3k
The ruins aspect is pretty cool. I wish it had more benefit besides the sifting though - as it stands it kinda insists upon itself to defend against its own junking.
Merchant Fleet - LibraryAdventurer
A simple, playable money-ish card. It's alright. For simplicities sake it really ought to give +Buy on both turns.
Festive Village - silverspawn
Another unique take on VP gaining. This one's mostly bounded in how much VP you can gain with it, which I like. It's a bit awkward to use though. By the time you can trash your starting cards, the game will be pretty far along. It definitely works, but it's a bit slow. I like it though.
WINNER: Pact by grrgrrgrr
RUNNERS UP: Burgh, Vinter, Wee Folk
Thanks for the entries.