Thank you to all who submitted an entry. These were interesting. I see the Tiny Isle has two basic game plays
1. it could be an alternative trash for a few cards
2. once full it becomes a way to move cards from this turn to the next. This is especially helpful for Actions and Treasures you may not be able to make use of this turn.
Snorka's Seagull
Balance: 8/10 Seams like this could do a little more to earn that $5 like another Action which would be useful if you played this on the turn before placing a sixth card onto Tiny Isle.
Playability - Tiny Isle as storage: 8/10 This works well to slowly set aside Victory cards and your starting Hand, but being mandatory would eventually be neutral if you just used it for rotating Coppers.
Playability - Tiny Isle overflowing: 7/10 If actions are lacking, this can push one terminal to the next turn. This can push one Treasure to the next turn if you already have enough for this turn.
Simplicity: 10/10 A cantrip + one play ability + one gain ability.
Topicality: 4/10 The on-gain is nice, but otherwise a mandatory fill the Tiny Isle with one card of choice is not too interesting.
Will(ow|iam)'s Rampage
Balance: 8/10 Seams about right. I wonder if an additional one time "+1 Buy" would be too much?
Playability - Tiny Isle as storage: 5/10 This chaotic filling makes this an unreliable method of storing beyond the first few turns.
Playability - Tiny Isle overflowing: 9/10 This provides two additional cards every time and would be worth it if you have the extra Buy.
Simplicity: 10/10 super simple - do one thing.
Topicality: 7/10 This defiantly works toward filling Tiny Isle albeit chaotically, which may be fine in the early game as an alternate trash. Being an Event allows its use on most turns if you have the extra Buy.
bigpotato's Escape Plan
Balance: 6/10 As a terminal, this could either cost less or do more. Tactician costs less and provides more. If this was a duration that provided an additional Action and Buy on your next turn, then it could be an alternate Tactician, but one turn would be fallow as you fill Tiny Isle.
Playability - Tiny Isle as storage: 2/10 If you get just the right hand, this may work, but more likely you will need to use this a few times to achieve the results for storage.
Playability - Tiny Isle overflowing: 8/10 This has the potential to get you many cards and quickly.
Simplicity: 10/10 super simple - do one thing.
Topicality: 5/10 This has the potential to fill the mat quickly, but at such a high cost you may not get this early enough to matter unless it is the only way to populate the Tiny Isle. This seams like a weaker Tactician.
NoMoreFun's Isle of Hags
Balance: 9/10 Very Reasonable
Playability - Tiny Isle as storage: 0/10 No ability to store.
Playability - Tiny Isle overflowing: 6/10 This will eventually push a card into your hand after a few uses by either you or others.
Simplicity: 10/10 one choice + second ability
Topicality: 8/10 Nice alternate strategy to Gold albeit slowly, for it will take a little while to fill Tiny Isle unless others get this to curse you.
2nd Place: Snorka's Seagull
1st Place: Will(ow|iam)'s Rampage