Maybe I'm crazy.
Haunted Village | Action - Attack - Night | $4
If it is your night phase, each other player with 4 or more cards in hand puts a card from their hand onto their deck.
Otherwise, +1 Card and +2 Actions.
It's the
Village brother of
Werewolf, except it is always the quite effective
Haunting Hex, which does stack once.
It is probably a devastating win to win-more sort of effect, as extra
Villages provide decent smoothing and the extras are giving a powerful
Ghost Ship effect. The benefit of
Werewolf's middling Hexing comes attached to a $5-cost that does nothing for you when you Hex, which is a lot less than Haunted Village's consistency.
Fairy Ring | Night - Victory | $4
+1 Coffers
Draw until you have 5 Cards in hand.
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Worth 1VP per 2 Night cards you have (rounded down).
Compares too well to
Silk Road, which gives a mere 1/4 per Victory (which is another Victory card that counts itself) and is an actual trash card (even setting aside how weak
Silk Road is in the average Kingdom). If uncontested in a 2-player game, Fairy Ring gives 32VP. The fact that Fairy Ring offers so many points while also giving delayed Coffers, making the Province split 6/2 against still gives the game to Fairy Ring--and that's without any additional support. With a +Buy and any Night cards in the Kingdom there will be little else to do.
I'm not sure the VP ratio can be balanced properly just because of how few Night cards there are. I'd probably prefer it just be a solid number of Victory points (2VP in this case).
Sarcophagus | Night - Victory | $3
Choose one: Exile a non-Duration card you have in play; or gain a copy of a non-Victory card you have in Exile.
Worth 1VP for each differently named card costing at least $3 that you have in Exile.
EDIT: Missed an appropriate non-Victory clause, sorry!Because you get to play the card you Exile, even with only the Exiling option, Sarcophagus is a ludicrous source of VP. There are often enough targets it can Exile on its own that will make it worth 10VP. The primary gating factor is that Sarcophagus is also an incredibly fast non-terminal
Workshop variant, so a Sarcophagus can gain more Sarcophagi to run piles very quickly.
All that is ignoring interaction with other Exiling options that would permit Sarcophagus to be a $3-cost better-than-Province
Province-gainer. Consider
Exiling Duchies and Provinces with Bounty Hunter or playing with
Transport.
If you reeled this in to only Exiling cards from play and not counting Victory cards you have in Exile (with no card gaining), then maybe it could work at $3.
With those changes and the gaining appropriately bounded to non-Victory cards, If you still want this to gain cards, this should cost at least $5.
Warding Mask | Night - Duration - Fate | $3
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, then draw up to 6 cards in hand.
Donald X. said that
Guardian used to give a Boon at the start of your next turn and that it made the game take too long with all the Boon flipping. And he said that while playing Nocturne games.
For their inconsistency, I'm not sold that Boons were ever a good idea anyway, though maybe scholopasta (the only opinion that matters right now) feels differently.
Ouija Board | Treasure - Night | $2
+1 Buy
If it's not your Night phase, +1 Coffers.
Otherwise, you may remove 2 tokens from your Coffers. If you do, buy a Spirit from one of the Spirit piles for its cost. If it costs more than this, trash this.
Your update has made Ouija Board significantly weaker as you now must play 3 Ouija Boards to gain a single Will-O'-Wisp.
Considering how generally bad a Ouija Board is in and of itself (even aside the big nerf), the fact that it trashes itself when you buy a
Ghost sounds more like a benefit than a limiter. I'd probably prefer to be stuck with the Ouija Board. Buying another when you actually want one would be trivial anyway as you would be setting aside the Coffers on one Buy phase to get a Spirit later.
Haunted Basement | Action - Night | $2
+2 Cards
Put any number of cards from your hand on top of your deck in any order.
-
This is gained to your hand (instead of your discard pile).
This is incredibly powerful in games where you draw your deck: You get to immediately draw and tuck your new buys into your next hand. I think it does not need to be gained to hand as a $2-cost, as it still has that ability once it is in your deck. If you want it to go to hand it should probably cost $3.
Chantry | Action - Night | $2
If it is your Night phase, trash a card from your hand. Otherwise, +2 Cards.
This is simple and cute. The two abilities don't touch at all. It's probably similar to Monastery on average, making it a weaker trasher. It's fine, but it's not very exciting.
Goblin | Night - Reserve | $4
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.
At the start of your Buy phase, you may call this, to put the set aside card into your hand.
The fact that it trashes the Treasure from play means you still get the production of the Treasure. This seems like the strongest
Mine variant, as its Reserve effect is functionally a better version of
Merchant Ship (as you can wait a turn to pop its $, and further chain that $ with a second Goblin to upgrade to Gold quite fast). It is not necessarily a problem because both
Mine and
Merchant Ship are pretty weak, but these comparisons make me want it to cost $5.
Asylum | Action - Night | $4
If its your Night phase, you may discard your hand. Otherwise, +2 Cards, +1 Action and at the start of your Clean-Up phase, reveal your hand and put all non-Action cards on top of your deck.
Any wording issues aside, in many, many Kingdoms the drawback won't even matter, as you can use Asylums to help to draw your trashers with the only 3 non-Action non-Treasure cards in your hand. You probably need a catch to make dumping Treasures in the Buy phase harder, something like "At the start of your Clean-Up, if you have at least $1 unspent, trash this, otherwise reveal your hand..." It starts getting wordy, though.