Sorry it took a minute
Here's the judging on 139:
Lamb $3 Reaction - Duration
Now, or at the start of your next turn, +2 Cards.
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When you gain a card, you may play this from your hand.
A lower risk sheepdog, one you don't mind proc-ing at the end of the buy phase. I feel like you'll nearly always be able to do the duration-draw thing with it off the buy phase and so it should be priced more comparably to Den of Sin.
Vacation Spot $4 Victory - Duration - Reaction
At the start of each of your turns for the ret of the game: +1 Buy. Worth 2% if in play at the end of the game (Otherwise worth 0%).
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When you gain a card costing at least $6, you may play this from your hand.
(This stays in play).
I think this would be more interesting if the utility portion of it were opposite the points portion; as is, you just want this in play. It'll see more action in games with expensive cards.
A Far Better Thing $2 Reserve
When you buy a card, you may call this, to exile that card and to Exile any number of copies of it from your hand.
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When you gain this, put it on your Tavern mat.
FINALISTFirst off, love the theme on this. second off, love how it plays. I do love a good junk card, and a one shot that turns into junk (but plays sort of like Doctor or Ambassador) is going to be a real fun card to play with.
Medium $5 Action
+1 Card
+3 Actions
You may play a Spook card from your hand.
Play any number of Treasures from your hand.
You may buy a Spook card.
~ * ~ * ~
Fiend $3* Spook
Choose one: +4 Cards; or +$4. Return this to its pile.
(This is not in the Supply)
I think you should pursue this concept more - Fiend is... kinda mid, considering you need to collide it with Medium to play it. Like the +4 Cards is neat, but the +$4 is just a more annoying spoils, yknow? But the idea of a card that lets you buy / play otherwise OP cards, that's neat and you should do more with it.
Ark $3* Victory - Duration
2%
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When you gain this, play it. While this is in play, opponents may buy this for $3 more.
FINALISTI love this concept. I think the political aspect in 3+p games that you mention will make it unfun for some dominion players, but I think it's cool. It'll be real feelsbad in cost reduction games tho - might want to consider making it cost debt?
Land Rush $4 Reaction
+1 Buy
Play any number of Victory cards from your hand.
+$2 per Victory card played.
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When you gain a Victory card, you may play this from your hand.
I think I'd like this better if it didn't play the Victory cards but instead did the $7 castle thing of discarding them for $2 each, just because, there's established functionality on things like Bonfire that prevent it from being a way to trash estates.
Futures $4 Duration - Reserve
When you gain a Victory card, you may call this. At the start of your next turn, return this to the Supply, +1 Buy and +$4.
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When you gain this, put this on your Tavern mat
FINALISTSo this reserves its own price and buy for later. Neat. At first I was comparing it to Feast but no, this is a very aggressive greener - wait until you buy one province, then call four or so of these and piledrive the provinces. Extremely cool.
Sacred Rites $2 Reserve - Reaction
When you buy a Curse, you may call this to trash a card from your hand for +1% per $1 it costs.
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When you buy a Copper, you may put this from your hand onto your Tavern mat for +1 Buy.
Kind of an awkward card. I feel like the VP boost from ritual is only borderline worth it, most times. If I had to get a copper to use it, it almost always wouldn't be.
Quibble $3 Duration - Reaction
At the start of your next turn +2 Cards
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When any player (including you) gains a Victory card, you may play this from your hand.
I wouldn't buy this at $3. Maybe having it at $1 would be better - changes up the game similar to Poor House in Upgrade/Remodel situations.
Shipwreck Cove $4 Victory - Duration
When any player, including you, gains a Victory card, you may play this.
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While this is in play, it is worth 2%. At the start of your turn, you may discard this to take all tokens from this and put them anywhere on your Coffers/Villagers mat. If you don't, put a Coin token on this.
First off, Gubump is right, this should be a Reaction. That said, there's some neat stuff here. It has a bit of a Sinister Plot vibe. I think it would be better without the VP and Victory type. Less of a first mover advantage.
Fanfare $3 Reserve
When you play an Action card, you may first call this for +2 Cards, then return this to the supply
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When you gain this, put it on your Tavern mat
I feel like this and Expedition are occupying a very similar game space. Like, this is probably the most event-y entry of these.
Wizard's Tower $5 Victory - Duration
2%
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When you gain this, play this and gain an Action card costing up to $4, setting it aside on this. Play it at the start of your next turn.
FINALISTYeah this is good. I like it. Border Village but it's a Summon. You could make it a little less sensitive to cost reduction by doing the BoM/Falconer "costs less than this" thing.
Hidden Cave $3 Victory - Reaction
Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
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2%
When another player plays an Attack card, you may first play this from your hand.
I like this. I'd replace Tunnel with this. It's neat to have defense cards that interact primarily with certain types of attacks (in this case, Rabble/topdeck attacks).
Horse Factory $4 Confusion
Gain 2 Horses. You may return this to the Supply.
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When you gain this, +1 Buy, then you may play this and any number of Horse Factories from your hand.
I feel like this has an induction problem, which is, why would you ever not just play it right away for two horses and getting the junk out of your deck? Like it's just worse Experiment that happens to be buy-neutral. Something where this accounted for other Horses/Horse Factories you've played this turn would've been better (so that there was a reason to keep it in your deck).
Basketmaker $4 Reaction
+1 Buy
Gain a card costing up to $5
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When you gain a card costing $0, you may play this from your hand.
I both like and hate how this card interacts with cost reduction. Like in a game with Highway and Witch, you almost don't want to play your witch because people will scoop up provinces out-of-turn with this. Even in a self-junking scenario (which I think is how you're intending it to normally proc), stacking up a couple of these, buying a copper, and emptying the duchies seems real powerful.
Honorable Mentions:
Timinou's Wizard's Tower
arowdok's Futures
Runner up:
4est's Ark
Winner:
emtzalex's A Far Better Thing