=≈= RESULTS =≈=
Let's first look at the gainers and the Contractors individually, bundled per entry, then at the Contractors "net effects" side-by-side, and lastly the winners.
Submissions by BryGuy
Way of the Ray
WotRay provides a straight forward and solid strong effect for Actions costing $5 or more. I think "sacrificing" the play of a $5 Action fits very well with the cost precedented by my $6 Event. For cheaper cards, the effect is even nicer and the -$1 a nice touch but potentially not enough to balance it (think Candlemaker giving you -$1 and a Contractor). It makes Contractors easily accessible to every player.
Also, I enjoyed how the mechanics matched here: you can only have one Contractor at a time and only one -$ token at a time.
The wording should probably be "If this costs $3 or less..."
Negotiator
This updated version of the Negotiator functions as a weaker remodel (and sometimes Mine). If you trash Copper (or other low-cost cards) you choose to gain a $3. Essentially only good cards are interesting to trash with the "costing $1 more" option, which is usually going to be subpar, given it's rather slow (that's why Remake does it twice) without topdecking or similar, and you don't have the usually way more valuable step of $2.
Submissions by Cutepelican126
Training Camp
A more flexible village, simple, and significantly more expensive. Its big appeal lies in its ability to easily gain Contractors. Though I believe too easily. Comparing it to my Ally, requiring 4 Favors, this gains you a Contractor right away on its first and every subsequent play, no questions asked (only limited by the rule of having one Contractor at a time).
The "If you do not have a Contractor" is probably redundant, given you can't gain one if you have one already.
Armorer
I feel like Armorer has a nice power balance, gaining you up to three $4's to the top of your deck for the price of a Villager each. This is it's downside, too, you're required to have a Villager at some point in you turn otherwise it simply does nothing. So while I'm delighted to see such mean of payment in this Contractor, I believe it to be difficult to balance and play satisfactory. Even with Training Camp as villager-gainer, this is hard to pull of, as you'd need four total plays of it to gain and then sustain this Contractor for their duration.
It's a dead Contractor on a board without +Villagers.
I imagine increasing the cost to gain a Contractor on Training Camp or increasing Training Camp to +2 Villagers could fix this. I don't see an easy solution that fixes all issues in a balanced way but they probably always require Armorer not costing you Villagers to function.
Armorer doesn't follow the provided template standard.
Submissions by Will(ow|iam)
Disposable
A trait, lovely! If it's attached to a high-cost card, it's an interesting choice has the Witch run her c(o)urse and is now truly Disposable? Have you snatched the Key already? Can you spare a Herald for a Contractor?
If it's attached to a low-cost pile it's simply amazing to the degree of the cards being an automatic want. All in all, it will be swingy, depending on the board and pile attached to.
Landscaper
Not much to say here either, it's a free +4 VP over time. It's simple but also equally boring (sadly), maybe leading to somewhat interesting scenarios and battles in the mid to late game when you have to consider between VP and other Contractors' benefits.
Submissions by fika monster
Funeral
Funeral is a powerful trasher with the downside of trashing itself. $4-cost-cards that trash themselves for a benefit are usually daring and hard to pull of. The biggest issue I see is it slowing down the game a lot: you look for trashing material and their types in three places. Apart from this I like the effect and idea. Though I also wonder if the types on Funeral are counted as well? If so, it's super easy to pull of. With copper and estate, you've got 4 trashed types right away. Buy 3 Funerals and secure yourself 9 turns of Contractors. Them being Nights makes this even easier. Not sure why they got Action and Night as types, I can only assume so they have more types themselves.
But if Funeral's types are not counted, it seems somewhat hard to pull of 4 types. Then it's even more satisfying when you gain your contractor in the mid- to early-game, but then you have to consider if it's worth buying the $4 this late. I guess the trashing is still nice in any cases even early, due to max flexibility.
I believe the card text is missing some "look through you discard pile".
Miracle Medicine
MM is an interesting card that let's you return to your action phase and will allow you to continue your chain of Actions, benefit from other effects or at least allows you to gain another little something (if you you're lucky with your Treasures). Returning two cards from play and getting actions to play them (if you chose Actions) is awesome. Usually your benefit will be either of these: extend your turn and play way more cards; benefit from things like trashing again; gain a low-cost card (think Copper and Silver were your two cards from play in a bad scenario); Curse other players again; or improve your next hand or deck over-all through other card effects. So a bit swingy, depending on the hand you had, but probably very fun and usually very useful. And you do this three turns in a row!
Should probably exclude Durations, otherwise tracking will be a pain.
MM doesn't follow the provided template standard.
Submissions by emtzalex
Urban Planning
A better Warehouse that is a one-shot, with the option to gain you a Contractor when you gain another Urban Planning. It's cheap, well balanced, and it let's you cycle through your deck. But, because it returns to its pile, you have to be considerate of your Buys and if it's really worth it to go for these. Usually, you probably wouldn't but because of it's Reaction, you now have a reason to spend your Buys on them, maybe a bunch even!
I think the card might work even better and more interesting if it trashed itself instead of returning to its pile. The pile would get more meaning, now reasonably likely run out, and you'd limit an endless cycle and the Contractors this way.
City Planner
City Planner offers flexibility regarding your resources but requires Actions played. Nothing complicated but nonetheless useful, and it doesn't flood you with bonuses. Not much else to say here; it's flexible, it's practical, and it's nicely balanced.
Now, let's look at the Contractors, their net effects and requirements to play properly once more, just as power comparison:
Orthon:
Requires junk in hand.
+$3, -3 trashed cards from hand, opponents lose 3 cards from hand
Master Mason:
Requires junk in deck.
Discarded/trashed up to 3 upcoming cards, cleaning future hands
Negotiator:
Requires junk in hand.
-3 trashed cards from hand, 3 cards gained (+$1 and/or $3)
Armorer:
Requires 3 Villagers (over the course of 3 turns)
3 cards gained topdecked
Landscaper:
Requires nothing but turns before the game ends (like any other).
+4VP
Miracle Medicine:
Requires at least 2 played cards that are still in play, preferably Actions or high-cost cards.
A powerhouse providing your deck with 6 actions, maybe 6 Action plays, and 3 extra (small) Buys; allows for bigger chains
City Planner:
Requires at least one Action played this turn.
+3 actions/cards/$/buy, your best choice for the moment in turn
Resumι
Honourable Mentions: Miracle Medicine by fika monster, Disposable by Will(ow|iam)
Runner-up: Way of the Ray & Negotiator by BryGuy
Winner: Urban Planning & City Planner by emtzalex
Congrats and thanks to everyone participating!