I'm late to commenting, I guess.
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.
Rings of
Apothecary, but doesn't choke on the starting green nor copies of itself. I was intrigued and briefly playtested a strategy relying entirely on this: Without the +1 Card from
Apothecary, drawing copies of itself is mostly irrelevant unless there are other $2 cards to pull the Provinces it can't draw off the top of the deck.
Mix
$4 - Action
+$2
Reveal the top 4 cards of your deck. Trash the Curses, discard the Victory cards, place all Actions on the top of your deck in any order, place all Treasure cards on the bottom of your deck in any order.
Interesting. I like that it can encourage draw engines by pooling Actions together, but it sticks all the Treasures you want to draw with the engine on the bottom of your deck. Trashing the Curses might be too strong in games with strong Cursing cards though. I'd have to see this card's praxis to get a feel for it. Also, I can only assume we resolve the card types in order, otherwise I have to tear my
Harems apart so I can discard them and put them on the bottom of my deck simultaneously.
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'm all for challenging the traditions in Dominion with new Curse type cards, but this is not the way to do it. While the victory point penalty is a big part of Curses, the space they uselessly occupy in the deck is even more important. This however is in many cases better than Silver. If this were a $5 Treasure and not a Curse, I would still sometimes buy it to trash cheap actions and gain Golds. With only a -1VP penalty, this is much too good to be a sometimes replacement for Curse.
Chase
$2 - Action
Look at the top 4 cards of your deck. Reveal and discard up to 3 of them. Put the rest back in any order. If you revealed an..
Action card, +1 Card
Treasure card, +1 Action
Victory card, +$1
Clever. Its bonuses are never better than
Peddler, excluding the cycling, though the deck ordering can happen before the draw which is pretty strong for a $2. I'd want to see this in an actual game to really be able to judge it.
Reid
$3 - Action
Count how many cards you have in play, including this. Look at that many cards from the top of your deck. You may discard any of those cards.
Choose one: +2 Cards or +2 Actions.
I really like unbounded cards like this one and getting to look at the cards before you draw is nifty, but I can't support this card simply for the possiblity of a player needing to order seven or more cards on top of his deck. Talk about analysis paralysis.
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.)
This card would be really fun for cycling with a deck consisting of unique engine parts and for Cornucopia's
Menagerie and
Harvest. The fact that it could enable some obtuse engines is enough for me to vote for this card.
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.
I like this idea: Simple and to the point. I have tested it as Big Money + Nagel against Big Money and Nagel handles the end game better due to the inflation of Silvers in the deck, but it seems to struggle earlier because Nagel itself is a $5 Copper.
Edna
$3 - Action
Choose one: trash a card from your hand, gaining a number of Coppers equal to its cost in coins, putting them into your hand; or trash any number of Coppers from your hand, gaining a card with cost exactly equal to the number of Coppers you trashed.
This is a fun idea either for Copper flooding in a
Salvager style effect or for removing Coppers. The ability to trash any number of Coppers might be too strong-- but it would only be particularly notable in games using
Mountebank anyway. This is a clever way to get around using the Coppers you trash.
Marlene
$3 - Action
+1 Card
+1 Action
Trash a card from your hand.
Gain a card costing less than the trashed card; put it in your hand.
With so many cards gaining to hand in this submission list, I'm happy to see one that gains a card that costs less. I would only be able to see this as being situational, but the fact that this is a cantrip makes it quite effective for either removing Coppers from your deck or transforming Estates into Coppers.
Ethel
$5 - Action
Trash a card from your hand. If it is a...
- Treasure card, gain a Treasure card costing exactly $3 more, and a Victory card costing exactly $2 more;
- Victory card, gain a Treasure card costing exactly $1 more and put it into your hand.
Each other player may reveal and set aside a Province. At the start of his turn, he discards it and gets +$1.
Looking at
Mine, I don't think this should cost $5 since it generally only turns Estates into Silvers, but that Treasure card trashing is pretty clever, gaining Victory cards which could be turned into more Treasures in the hand. Plus a lower cost might enable an Ethel-rush sort of strategy to ensure you are drawing Ethels with your Victory cards.
Mae
$3 - Action
Trash a card from your hand.
If it is worth:
At least $1: +1 Card
At least $3: +1 Action
At least $5: +1$
At least $7: +1 Buy
At least $9: +1 VP
I am fond of this idea, but the bonuses seem to assume card prices are linear, which is not the case. What am I even supposed to be trashing with this? Trashing Silver to make this a cantrip? Trashing a
King's Court for a
Market's effect? With increased bonuses, I could see this as being fun, but it would probably end up being a more complicated version of
Apprentice or
Salvager anyway.
Corinne
$4 - Action-Victory
+1 Buy
You may trash a Victory card from your hand. If you do, +2 VP and gain a differently named Victory card costing up to the cost of the trashed card.
--
Worth 1 VP for every 2 Estates in your deck (rounded down).
Baron's best friend here. The action effect could be made useful by buying more Estates with the extra buy or, paradoxically, by clearing out starting Estates, though it can cause you to gain more Estates by trashing different Victory cards. Thinking about it, it might be faster than it initially appears.