Given the large number of cards, I'm going to just comment on the ones I like (disclaimer: one of the cards is mine). In this post, I'll talk up the deck-improvers:
Fairbanks
$3 - Action
+$2
You may put a card from your discard pile on top of your deck.
Depending on where you are in your shuffle, this could be very powerful. No discard pile ==> no special power.
Chaplin
$4 - Action
+3 Cards
+1 Action
Put two cards from your hand on top of your deck.
With the top decking, this would go great with Menagerie... possibly turning into a power draw combo.
Gilbert
$5 - Action
+1 Buy
Reveal and discard the top card of your deck. In its place, you may gain a Treasure costing up to the value of the card you discarded.
As One Armed Man mentioned, this should be reworded to clarify that the treasure should be gained on top of the deck.
I like this for some late game buying power. In the best case for standard money, it lets you discard a Province and put a Gold on top of your deck. In standard money, this could even have some utility in a Duke-Duchy game where you likely run into $5s that you want to discard, and you like gaining Silvers on top of the deck.
Paired with a Village-based engine, you could even draw that Gold into hand and you have the extra buy to use for all that money. This could be even better with alt-money, and in Colony games where you could get a Platinum on top of your deck.
In the usual case, you'll be gaining Silvers and this card will be weaker in the early game, but on boards with good $5 cost money, the card will be stronger in the early to middle game.
Linder
$4 - Action-Attack
+1 Card
+2 Actions
Each player (including you) reveals the top and bottom card of their deck. Choose whether they put the revealed cards back in the same place or swap their positions.
Interesting mechanic. I generally like it, but I'm on the fence about its power. It feels pretty weak.
Laurel
$5 - Action
Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.
+1 Card for every card discarded.
I like the flexibility and fast cycling, but I could see people using this as a +4 Card draw card with super discard ability. This would be crazy with Tunnel (and would need an extra buy).
Hardy
$2 - Action
+1 Action
Reveal the top 3 cards of your deck. Put the revealed cards costing at most $2 into your hand. Put the other cards back on top in any order.
Pair with enough Highways and this is almost always an activated Menagerie. I like the idea, but it should take some work to make this chainable.... $2 cost is maybe too low.
Dix
$5 - Action
Look at the first five cards on top of your deck. Put one card in your hand. Discard two cards. Put the other two on top of your deck in the order you choose.
This seems more balanced than the rest of the look at the top X cards on your deck (where X>2).
Jannings
$3 - Treasure-Curse
Worth +$2
You may trash one action card you have in play immediately. If you do, gain a Gold on your deck.
--
Worth -1 VP
--
(Rules clarification: This is a Curse as well as a Treasure. It is a kingdom card and does not replace the Curse pile. It may be gained by a player from cursing attacks instead of a regular Curse. It may be revealed and discarded as a Curse as a response to Mountebank.)
I like this. It is a strong, but reasonably well-balanced counter to cursing attacks (see Trader).
Veidt
$5 - Treasure
Worth $2
When you play this, reveal cards from your deck until you reveal a Victory or Curse card. Discard the revealed Victory or Curse Card, and reshuffle all other revealed cards into your deck. If you revealed no Victory or Curse Card, gain a Silver, placing it on your deck.
Interesting dynamic. I like Silver+ cards. This won't guarantee that the top card on the deck is good, but it is nice to discard a curse or victory.
Arbuckle
$4 - Action
+2 Cards
Discard any number of cards. You may shuffle your discard pile and put it on top of your deck.
I like that it deals with its terminal dead draws by letting you shuffle them in, and on top of the deck. This could be fun.
Carey
$6 - Action-Reaction
Name a card type. If you named Action, +1 Action. If you named Victory, +1 Card. If you named Treasure, $1, +1 Buy.
Reveal the top three cards of your deck. Place all cards of the named type in your hand. You may discard any or all of the remaining cards. Place any remaining cards on top of your deck in any order.
--
When you gain a card, you may reveal this from your hand. If you do, you may trash that card.
Could be a big money enabler. Pair with Jack, gain a lot of Silvers, name Silver when this comes up and get +$5 to +$7, +1Buy. "trash that card" needs to specify which card. Is it the Carey (the revealed card) or the card to be gained?
Farrell
$3 - Action
+1 Card
+1 Action
--
While this is in play, at the end of your buy phase, you may look at the top five cards of your deck. Discard all or none of the cards looked at. If you discarded any cards in this way then you only draw 4 cards (instead of 5) in this turn's Clean Up phase.
I sort of like this, but it feels weaker than Navigator in most cases (maybe not against Minion? But, then again, you give you opponent information by your choice of whether you discarded or not).
Colman
$5 - Action
Draw up to 3 cards.
Put up to 3 cards from your hand on top of your deck in any order. If you put 3 cards back, +1 action.
Another menagerie enabler. Lots of flexibility, but not too much.
Ford
$3 - Action
+1 Card
+1 Action
Look at the top 5 cards of your deck. Discard all duplicates. Put the rest back on top in any order.
--
(Rules clarification: You discard cards that are duplicates of other revealed cards, not cards that are duplicates of cards in your hand.)
An explicit menagerie enabler. I think I like Colman better, but I like the concept.
Beery
$5 - Action
+1 Action
Trash the top card of your deck.
Gain a card costing up to $2 more than the trashed card; put it on your deck.
Late game, this might accelerate a little too fast. Imagine you have 3 Beerys in hand, and you luck into hitting a Gold on top of the deck. Gain a Province on the first one, trash a province gain a province on the other two. The fact that it is chainable makes it a little too good, but I like the idea. Of the similar cards, I like Gilbert better. This seems almost obviously good on almost all boards.
Powell
$4 - Treasure
Worth $1
When you play this, name a Treasure card. Reveal cards from your deck until you reveal the named card. Discard the other cards. Put the named card on top of your deck.
--
(Rules clarification: You may name Treasures that aren't in the Kingdom.)
With the rules clarification, maybe too strong with tunnel. Buy 4 tunnels and load up on powells, then name a treasure that is not in the kingdom to gain 4 golds on each play. Aside from this crazy combo (which would be easy to pull off), the card is cool.
Nagel
$5 - Treasure-Reaction
Worth $1
Gain a Silver, placing it on top of your deck.
--
If this card is trashed in any way, reveal it and gain a Gold on top of your deck.
Great for buying Mints! Decent counter to Thief. Pirate Ship Fodder, but probably faster than the pirate can move.
Chaney
$5 - Action
Trash a card from your hand.
Do this twice: gain a card costing less than the card trashed and place it on top of your deck.
I'd vote for this under trash for benefit. Two things I'd try: Trash a Bank, gain two Golds on top of the deck. Trash a Gold, gain two Duchies on top of the deck. Maybe a little strong in some situations. I'm not sure, but I like the anti-Remake nature of it.