Banlist:
Possession
Urchin
Peddler
Lurker
Swindler
---
Defiled Shrine
Tax
Keep
Possession: I've seen enough degenerate stuff with this card to not be thrilled about seeing it anytime soon, and this includes both players "debt locking" themselves. For every good Possession game, there are at least two others that will feel dumb.
Urchin: the disparity that can arise despite both players opening the same way is absurd, and I am never happy about being called a "lucker" for luck being on my side with it.
Peddler: player A gets 3 peddlers, then player B gets 3 peddlers, then player A gets another 4 peddlers and wins the split 7-3. This is the most likely sort of outcome in any game where Peddler actually matters. Bonus points if Remodel or similar is on the board.
Lurker: the cool pileouts are not worth the standoff where neither player plays their lone Lurker. Honestly though, this card is a headache for me to use properly.
Swindler: Having your opening $5 turned into a Duchy (or Goat to Estate) feels like too much of a handicap in many cases. Where are my Goko zaps? Bonus points if the $5 swindled on the second shuffle was the Treasury you opened with (true story).
Defiled Shrine: it goes from bad buy to great within the span of a turn start to buy phase and one player gets first dibs at that tipping point, but also the setup is messy.
Tax: A messier setup than Defiled Shrine and messes with openings in an annoying, non-symmetric way.
Keep: Counting Coppers? I'll leave that to the misers and those guys who settled at the house of counting. Having to win the Contraband split is funny for only so long.
Dislikes:
Cultist
Margrave
Scrying Pool
Ghost Ship
Advisor
----
Donate
Save
Fleet
Regarding the vertical cards here, they either have too much snowball potential that is not very well offset by the games where they are interesting, or they involve too much clicking (and some have both, you know who you are). Ambassador gets a pass because often times both players can get thin, and there there is an interesting balancing act to play.
Donate, it's too much of a headache sometimes, and it can heavily favour first player. Save, it's too automatic a decision to get It, and then you often have to avoid hitting "play all treasures" and it's a bit annoying to worry about that every turn. Fleet, uh, I'm not comfortable with it yet and it's kind of a downer card, either creating imbalances or just making things way too mathy. I'll probably fill this with something else in the future.
Likes:
Stonemason
Castles
Pixie
Procession
Border Village
----
Innovation
Ball
Orchard
Stonemason: Actions galore, "true" splitter, out of nowhere pileouts. Nice!
Castles: it's funky alt-VP, without making things too sloggy.
Pixie: This card leads to lots of interesting decisions, and risk/reward assessments, with Goat making life easier all around.
Procession: I like fireworks. Procession delivers.
Border Village Lots of actions. Yay! Not too swingy, as it mainly shows its strength when multiples are gained.
Innovation: It feels so good to meld the first card I gain in my turn and get a free activation of its dogma effect.
Ball: Perfectly ballanced, as all things should be.
Orchard: Orchard encourages fulfilling the Dominion dream - getting lots of stuff, and gettings lots of that stuff. Any hall of oddities carny can get a single copy of some throwaway card on the last few turns of a game, but Orchard involves more finesse. You need to commit to those Mines and Trading Posts if you want Orchard points off them.
Thank you for reading.