Ghost Village $4
(Action-Reaction)
+1 Card
+2 Actions
When you discard this other than during a Clean-up phase, you may reveal it. If you do, each other player gains a Curse card.
Slick. Unfortunately, I haven't played with Tunnel yet, so I'm still not sure how that particular Reaction point plays. Seems like this ought to work, but whether $4 is the right price point or not, I don't know. Maybe it is, since if you're discarding it for any reason, that (usually) means you're not playing it and also reaping the Village effect. Plus, obviously in many situations it will be difficult or impractical or maybe even impossible to activate its cursing effect.
Tunnel is a good lesson here, I suppose. 2 VP for a $3 card is already a great deal, and somehow the fact that it
gains Gold doesn't increase the price, like, at all. So maybe something as strong as a cursing attack shouldn't raise the price of a Village much when it's tied to the same mechanic.
As a side-note, it's interesting to me that you could use this multiple times per turn. With multiple plays of a digging card (Hunting Party, Adventurer, Golem) that can't find what it's looking for, you could activate the same Ghost Village over and over again. Lots of Cellars in a thin deck could do that too. (This is enough of an edge case that it probably shouldn't change the cost any -- I'm just making the observation.)
High Street or Market Street $4
(Action-Reaction)
+1 card
+2 Actions
If you start your Buy Phase with this card in your hand, you may reveal it. If you do, +1 Buy, +$2
This feels like one of those cards where it's easy to reason it out to a $4 price point, but then playtesting makes it clear it should be $5. I'm not saying that this is definitely one of those cards, but I've had that happen to me before, particularly in cases where the true hidden power of the card is not in any individual thing it does but in its versatility. This card is either a Village or a Woodcutter, but the fact that you can make it either one, depending on what you need, feels pretty powerful.
One suggestion: I'd change "reveal" to "discard," to prevent any confusion over whether a player may reveal it any arbitrary number of times (the usual rule for reaction cards) and get the Woodcutter bonus each time. This is particularly an issue if someone is holding multiple copies of the card in his hand at the time -- is he revealing multiples, or the same one multiple times? With a discard instead of a reveal, the confusion goes away.
Lastly, although it's a good observation that it isn't great with Minion and the other cards you mention, I guess it's not really any different than Minion skipping by your Treasure cards. Since this is basically a Treasure card if you don't use its Village powers, that seems apt. But I greatly prefer the way you've constructed this card to the Action-Treasure hybrid of many fan cards. (Your card is roughly equivalent to an Action-Treasure card reading: "If you play this as an Action, +1 Card, +2 Actions. If you play this as a Treasure, +1 Buy, +$2.") I'm not completely sure why Action-Treasure feels wrong to me, but it does.
Gypsie Camp $5
(Action-Reaction)
+2 Actions
Name 1 card before revealing the top 4 cards of your deck. You may put one revealed copy of the named card into your hand, if you find any. You may discard one revealed card as well. Put the remaining cards on top of your deck in any order.
If you start your Buy Phase with this card in your hand, you may reveal it. If you do, each other player gains a Curse card.
A bit too complicated for my taste, but I can't think of any reason it wouldn't work. My fear is that it's undercosted. With a choice of 4 cards, you'll probably guess one right, and there will also almost always be one you want to discard. So you get some cycling, some top-deck-ordering, usually replace the card in your hand, AND the option to dispense with all that and curse instead? Maybe $5 is still fine, but there's enough going on here that I can't really anticipate it.
If this were my card, though, I'd want to simplify it a bit and boil the card down to its basic essence. (Unless there's some synergy between the different components I'm not seeing.) Maybe make it a $4 Village, get rid of the cursing, and pick either cycling or top-decking but not both. That seems like a decent Wishing Well/Village cross. Alternately, if you wanted to keep both the cycling and top-decking, do it in a more structured way, like mandatorily discarding one card and top-decking the rest. I realize it's not usually a great game design idea to remove choices from the player, but this card is so flexible already that imposing some constraints might improve the card.
By the way...
Should it always give you at least one card, even if you guess wrong? I dunno, really.
...if you go this route, note
how unexpectedly powerful a simple Village+cycling combo is.